struct v2p { float2 c: TEXCOORD0; // center float2 lt: TEXCOORD1; // left top float2 rb: TEXCOORD2; // right bottom float2 rt: TEXCOORD3; // right top float2 lb: TEXCOORD4; // left bottom float4 lr: TEXCOORD5; // left / right float4 tb: TEXCOORD6; // top / bottom }; //uniform sampler2D s_distort; uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0); uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth uniform float4 e_kernel = float4(0.3f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth float4 main(v2p IN, uniform sampler2D colors, uniform sampler2D normals ): COLOR { // normal discontinuity filter float3 nc = (float3)tex2D(normals, IN.c.xy); float4 nd; nd.x = dot(nc, float3(tex2D(normals, IN.lt.xy))); nd.y = dot(nc, float3(tex2D(normals, IN.rb.xy))); nd.z = dot(nc, float3(tex2D(normals, IN.rt.xy))); nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy))); nd -= e_barrier.x; nd = step(0.0f, nd); float ne = saturate(dot(nd, e_weights.x)); // opposite coordinates float4 lrr = IN.lr.wzyx; float4 tbr = IN.tb.wzyx; // depth filter: compute gradient difference: // (c - sample) + (c - opposite sample) float4 dc = float4(tex2D(colors, IN.c).w); float pos_lt = (float)tex2D(colors, IN.lt.xy).w; float pos_rb = (float)tex2D(colors, IN.rb.xy).w; float pos_lb = (float)tex2D(colors, IN.lb.xy).w; float pos_rt = (float)tex2D(colors, IN.rt.xy).w; float pos_l = (float)tex2D(colors, IN.lr.xy).w; float pos_r = (float)tex2D(colors, lrr.xy).w; float pos_t = (float)tex2D(colors, IN.tb.xy).w; float pos_b = (float)tex2D(colors, tbr.xy).w; float4 dd; dd.x = pos_lt + pos_rb; dd.y = pos_lb + pos_rt; dd.z = pos_l + pos_r; dd.w = pos_t + pos_b; dd = abs(2.0f * dc - dd) - e_barrier.y; dd = step(dd, 0.0f); float de = saturate(dot(dd, e_weights.y)); // weight: 0 = no aa, 1 = full antialiasing float w = (1.0f - de * ne) * e_kernel.x; // smoothed color // (a - c) * w + c = a * w + c * (1 - w) float2 offset = IN.c.xy * (1.0f - w); float4 s0 = tex2D(colors, offset + IN.lt.xy * w); float4 s1 = tex2D(colors, offset + IN.rb.xy * w); float4 s2 = tex2D(colors, offset + IN.rt.xy * w); float4 s3 = tex2D(colors, offset + IN.lb.xy * w); return (s0 + s1 + s2 + s3) / 4.0f; //return float4(w); }