source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg @ 2891

Revision 2891, 2.6 KB checked in by mattausch, 16 years ago (diff)
RevLine 
[2864]1struct v2p
2{
[2865]3        float2 c:  TEXCOORD0; // center
4        float2 lt: TEXCOORD1; // left top
5        float2 rb: TEXCOORD2; // right bottom
6        float2 rt: TEXCOORD3; // right top
7        float2 lb: TEXCOORD4; // left bottom
8        float4 lr: TEXCOORD5; // left / right
9        float4 tb: TEXCOORD6; // top / bottom
10};
[2864]11
[2867]12// the barrier for detecting a discontinuity
[2884]13uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0); // x = normal, y = depth
[2867]14// the weights for normal / depth discontinuity
[2891]15uniform float4 e_weights = float4(0.5f, 0.5f, 1.0f, 1.0f); // x = normal, y = depth
16//uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth
17uniform float4 e_kernel = float4(0.5f, 1.0f, 1.0f, 1.0f);
[2864]18
19
[2865]20float4 main(v2p IN,
21                        uniform sampler2D colors,
22                        uniform sampler2D normals
23                        ): COLOR
[2864]24{
[2867]25        //return tex2D(colors, IN.c.xy);
[2884]26
[2865]27        // normal discontinuity filter
28        float3 nc = (float3)tex2D(normals, IN.c.xy);
[2864]29
[2865]30        float4 nd;
31        nd.x = dot(nc, float3(tex2D(normals, IN.lt.xy)));
32        nd.y = dot(nc, float3(tex2D(normals, IN.rb.xy)));
33        nd.z = dot(nc, float3(tex2D(normals, IN.rt.xy)));
34        nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy)));
[2864]35
[2891]36        nd -= e_barrier.x;
[2868]37        nd = step((float4)0.0f, nd);
[2864]38
39        float ne = saturate(dot(nd, e_weights.x));
40
[2884]41        // construct opposite coordinates
[2865]42        float4 lrr = IN.lr.wzyx;
43        float4 tbr = IN.tb.wzyx;
[2864]44
[2865]45        // depth filter: compute gradient difference:
46        // (c - sample) + (c - opposite sample)
[2864]47
[2865]48        float4 dc = float4(tex2D(colors, IN.c).w);
[2864]49
[2865]50        float pos_lt = (float)tex2D(colors, IN.lt.xy).w;
51        float pos_rb = (float)tex2D(colors, IN.rb.xy).w;
[2864]52
[2865]53        float pos_lb = (float)tex2D(colors, IN.lb.xy).w;
54        float pos_rt = (float)tex2D(colors, IN.rt.xy).w;
[2864]55
[2865]56        float pos_l = (float)tex2D(colors, IN.lr.xy).w;
57        float pos_r = (float)tex2D(colors, lrr.xy).w;
[2864]58
[2865]59        float pos_t = (float)tex2D(colors, IN.tb.xy).w;
60        float pos_b = (float)tex2D(colors, tbr.xy).w;
[2864]61
[2865]62        float4 dd;
[2864]63
[2865]64        dd.x = pos_lt + pos_rb;
65        dd.y = pos_lb + pos_rt;
66        dd.z = pos_l + pos_r;
67        dd.w = pos_t + pos_b;
[2864]68
[2865]69        dd = abs(2.0f * dc - dd) - e_barrier.y;
[2884]70        dd = step(dd, (float4)0.0f);
[2866]71
[2865]72        float de = saturate(dot(dd, e_weights.y));
73
74        // weight: 0 = no aa, 1 = full antialiasing
75        float w = (1.0f - de * ne) * e_kernel.x;
76
77        // smoothed color
78        // (a - c) * w + c = a * w + c * (1 - w)
79        float2 offset = IN.c.xy * (1.0f - w);
80
[2884]81        float4 s0 = tex2Dlod(colors, float4(offset + IN.lt.xy * w, 0, 0));
82        float4 s1 = tex2Dlod(colors, float4(offset + IN.rb.xy * w, 0, 0));
83        float4 s2 = tex2Dlod(colors, float4(offset + IN.rt.xy * w, 0, 0));
84        float4 s3 = tex2Dlod(colors, float4(offset + IN.lb.xy * w, 0, 0));
[2865]85
[2891]86        float4 sc = tex2Dlod(colors, float4(IN.c.xy, 0, 0));
[2884]87
[2891]88        return (s0 + s1 + s2 + s3 + sc) * 0.2f;
89        //return (s0 + s1 + s2 + s3) * 0.25f;
[2868]90        //return float4(w);
[2865]91}
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