initial commit, 4.5 stable
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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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/**
* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to
* do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software. As clarification, there
* is no requirement that the copyright notice and permission be included in
* binary distributions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#[vertex]
#version 450
layout(location = 0) out vec2 tex_coord;
layout(location = 1) out vec4 offset[3];
layout(push_constant, std430) uniform Params {
vec2 inv_size;
float threshold;
float reserved;
}
params;
void main() {
vec2 vertex_base;
if (gl_VertexIndex == 0) {
vertex_base = vec2(-1.0, -1.0);
} else if (gl_VertexIndex == 1) {
vertex_base = vec2(-1.0, 3.0);
} else {
vertex_base = vec2(3.0, -1.0);
}
gl_Position = vec4(vertex_base, 0.0, 1.0);
tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
offset[0] = fma(params.inv_size.xyxy, vec4(-1.0, 0.0, 0.0, -1.0), tex_coord.xyxy);
offset[1] = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy);
offset[2] = fma(params.inv_size.xyxy, vec4(-2.0, 0.0, 0.0, -2.0), tex_coord.xyxy);
}
#[fragment]
#version 450
layout(location = 0) in vec2 tex_coord;
layout(location = 1) in vec4 offset[3];
layout(set = 0, binding = 0) uniform sampler2D color_tex;
layout(location = 0) out vec2 edges;
layout(push_constant, std430) uniform Params {
vec2 inv_size;
float threshold;
float reserved;
}
params;
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
void main() {
vec2 threshold = vec2(params.threshold);
vec4 delta;
vec3 C = texture(color_tex, tex_coord).rgb;
vec3 Cleft = texture(color_tex, offset[0].xy).rgb;
vec3 t = abs(C - Cleft);
delta.x = max(max(t.r, t.g), t.b);
vec3 Ctop = texture(color_tex, offset[0].zw).rgb;
t = abs(C - Ctop);
delta.y = max(max(t.r, t.g), t.b);
edges = step(threshold, delta.xy);
if (dot(edges, vec2(1.0, 1.0)) == 0.0) {
discard;
}
vec3 Cright = texture(color_tex, offset[1].xy).rgb;
t = abs(C - Cright);
delta.z = max(max(t.r, t.g), t.b);
vec3 Cbottom = texture(color_tex, offset[1].zw).rgb;
t = abs(C - Cbottom);
delta.w = max(max(t.r, t.g), t.b);
vec2 max_delta = max(delta.xy, delta.zw);
vec3 Cleftleft = texture(color_tex, offset[2].xy).rgb;
t = abs(Cleft - Cleftleft);
delta.z = max(max(t.r, t.g), t.b);
vec3 Ctoptop = texture(color_tex, offset[2].zw).rgb;
t = abs(Ctop - Ctoptop);
delta.w = max(max(t.r, t.g), t.b);
max_delta = max(max_delta.xy, delta.zw);
float final_delta = max(max_delta.x, max_delta.y);
edges.xy *= step(final_delta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
}