source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg @ 3026

Revision 3026, 2.7 KB checked in by mattausch, 16 years ago (diff)
Line 
1#include "../shaderenv.h"
2
3struct fragment
4{
5        float2 c:  TEXCOORD0; // center
6        float2 lt: TEXCOORD1; // left top
7        float2 rb: TEXCOORD2; // right bottom
8        float2 rt: TEXCOORD3; // right top
9        float2 lb: TEXCOORD4; // left bottom
10        float4 lr: TEXCOORD5; // left / right
11        float4 tb: TEXCOORD6; // top / bottom
12};
13
14// the barrier for detecting a discontinuity (x = normal, y = depth)
15uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0);
16// the weights for normal / depth discontinuity (x = normal, y = depth)
17uniform float4 e_weights = float4(0.5f, 0.5f, 1.0f, 1.0f);
18//uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f);
19uniform float4 e_kernel = float4(0.5f, 1.0f, 1.0f, 1.0f);
20
21
22
23float4 main(fragment IN,
24                        uniform sampler2D colors,
25                        uniform sampler2D normals
26                        ): COLOR
27{
28        //return tex2D(colors, IN.c.xy);
29
30        // normal discontinuity filter
31        float3 nc = (float3)tex2D(normals, IN.c.xy);
32
33        float4 nd;
34        nd.x = dot(nc, float3(tex2D(normals, IN.lt.xy)));
35        nd.y = dot(nc, float3(tex2D(normals, IN.rb.xy)));
36        nd.z = dot(nc, float3(tex2D(normals, IN.rt.xy)));
37        nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy)));
38
39        nd -= e_barrier.x;
40        nd = step((float4)0.0f, nd);
41
42        float ne = saturate(dot(nd, e_weights.x));
43
44        // construct opposite coordinates
45        float4 lrr = IN.lr.wzyx;
46        float4 tbr = IN.tb.wzyx;
47
48        // depth filter: compute gradient difference:
49        // (c - sample) + (c - opposite sample)
50
51        float4 dc = float4(tex2D(colors, IN.c).w);
52
53        float pos_lt = (float)tex2D(colors, IN.lt.xy).w;
54        float pos_rb = (float)tex2D(colors, IN.rb.xy).w;
55
56        float pos_lb = (float)tex2D(colors, IN.lb.xy).w;
57        float pos_rt = (float)tex2D(colors, IN.rt.xy).w;
58
59        float pos_l = (float)tex2D(colors, IN.lr.xy).w;
60        float pos_r = (float)tex2D(colors, lrr.xy).w;
61
62        float pos_t = (float)tex2D(colors, IN.tb.xy).w;
63        float pos_b = (float)tex2D(colors, tbr.xy).w;
64
65        float4 dd;
66
67        dd.x = pos_lt + pos_rb;
68        dd.y = pos_lb + pos_rt;
69        dd.z = pos_l + pos_r;
70        dd.w = pos_t + pos_b;
71
72        dd = abs(2.0f * dc - dd) - e_barrier.y;
73        dd = step(dd, (float4)0.0f);
74
75        float de = saturate(dot(dd, e_weights.y));
76
77        // weight: 0 = no aa, 1 = full antialiasing
78        float w = (1.0f - de * ne) * e_kernel.x;
79
80        // smoothed color
81        // (a - c) * w + c = a * w + c * (1 - w)
82        float2 offset = IN.c.xy * (1.0f - w);
83
84        float4 s0 = tex2Dlod(colors, float4(offset + IN.lt.xy * w, 0, 0));
85        float4 s1 = tex2Dlod(colors, float4(offset + IN.rb.xy * w, 0, 0));
86        float4 s2 = tex2Dlod(colors, float4(offset + IN.rt.xy * w, 0, 0));
87        float4 s3 = tex2Dlod(colors, float4(offset + IN.lb.xy * w, 0, 0));
88
89        float4 centerColor = tex2Dlod(colors, float4(IN.c.xy, 0, 0));
90
91        float4 col = (s0 + s1 + s2 + s3 + centerColor) * 0.2f;
92        //return (s0 + s1 + s2 + s3) * 0.25f;
93
94        col.w = centerColor.w;
95
96        return col;
97}
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