source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg @ 2865

Revision 2865, 2.2 KB checked in by mattausch, 16 years ago (diff)
Line 
1struct v2p
2{
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};
11
12//uniform sampler2D s_distort;
13uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0);
14uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth
15uniform float4 e_kernel = float4(0.3f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth
16
17
18float4 main(v2p IN,
19                        uniform sampler2D colors,
20                        uniform sampler2D normals
21                        ): COLOR
22{
23        // normal discontinuity filter
24        float3 nc = (float3)tex2D(normals, IN.c.xy);
25
26        float4 nd;
27        nd.x = dot(nc, float3(tex2D(normals, IN.lt.xy)));
28        nd.y = dot(nc, float3(tex2D(normals, IN.rb.xy)));
29        nd.z = dot(nc, float3(tex2D(normals, IN.rt.xy)));
30        nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy)));
31
32        nd -= e_barrier.x;
33        nd = step(0, nd);
34
35        float ne = saturate(dot(nd, e_weights.x));
36
37        // opposite coordinates
38        float4 lrr = IN.lr.wzyx;
39        float4 tbr = IN.tb.wzyx;
40
41        // depth filter: compute gradient difference:
42        // (c - sample) + (c - opposite sample)
43
44        float4 dc = float4(tex2D(colors, IN.c).w);
45
46        float pos_lt = (float)tex2D(colors, IN.lt.xy).w;
47        float pos_rb = (float)tex2D(colors, IN.rb.xy).w;
48
49        float pos_lb = (float)tex2D(colors, IN.lb.xy).w;
50        float pos_rt = (float)tex2D(colors, IN.rt.xy).w;
51
52        float pos_l = (float)tex2D(colors, IN.lr.xy).w;
53        float pos_r = (float)tex2D(colors, lrr.xy).w;
54
55        float pos_t = (float)tex2D(colors, IN.tb.xy).w;
56        float pos_b = (float)tex2D(colors, tbr.xy).w;
57
58        float4 dd;
59
60        dd.x = pos_lt + pos_rb;
61        dd.y = pos_lb + pos_rt;
62        dd.z = pos_l + pos_r;
63        dd.w = pos_t + pos_b;
64
65        dd = abs(2.0f * dc - dd) - e_barrier.y;
66        dd = step(dd, 0);
67        float de = saturate(dot(dd, e_weights.y));
68
69        // weight: 0 = no aa, 1 = full antialiasing
70        float w = (1.0f - de * ne) * e_kernel.x;
71
72        // smoothed color
73        // (a - c) * w + c = a * w + c * (1 - w)
74        float2 offset = IN.c.xy * (1.0f - w);
75
76        float4 s0 = tex2D(colors, offset + IN.lt.xy * w);
77        float4 s1 = tex2D(colors, offset + IN.rb.xy * w);
78        float4 s2 = tex2D(colors, offset + IN.rt.xy * w);
79        float4 s3 = tex2D(colors, offset + IN.lb.xy * w);
80
81        return (s0 + s1 + s2 + s3) / 4.0f;
82        //return float4(w);
83}
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