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