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