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