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FlaxEngine/Source/Shaders/SMAA.shader

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GLSL

// Copyright (c) Wojciech Figat. All rights reserved.
// Implementation is based on:
// SMAA: Enhanced Subpixel Morphological Antialiasing
// http://www.iryoku.com/smaa
/*
Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
Permission is hereby granted, free of charge, to any person obtaining a copy
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software. As clarification, there is no
requirement that the copyright notice and permission be included in binary
distributions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "./Flax/Common.hlsl"
META_CB_BEGIN(0, Data)
float4 RtSize;// x-1/width, y-1/height, z-width, w-height
META_CB_END
Texture2D Input : register(t0);
// SMAA configuration
#if SM5
#define SMAA_HLSL_4_1
#else
#define SMAA_HLSL_4
#endif
#define SMAA_RT_METRICS RtSize
#define SMAA_AREATEX_SELECT(s) s.rg
#define SMAA_SEARCHTEX_SELECT(s) s.r
#define LinearSampler SamplerLinearClamp
#define PointSampler SamplerPointClamp
// Quality presets
#if defined(SMAA_PRESET_LOW)
#define SMAA_THRESHOLD 0.15
#define SMAA_MAX_SEARCH_STEPS 4
#define SMAA_DISABLE_DIAG_DETECTION
#define SMAA_DISABLE_CORNER_DETECTION
#elif defined(SMAA_PRESET_MEDIUM)
#define SMAA_THRESHOLD 0.1
#define SMAA_MAX_SEARCH_STEPS 8
#define SMAA_DISABLE_DIAG_DETECTION
#define SMAA_DISABLE_CORNER_DETECTION
#elif defined(SMAA_PRESET_HIGH)
#define SMAA_THRESHOLD 0.1
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#define SMAA_CORNER_ROUNDING 25
#elif defined(SMAA_PRESET_ULTRA)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#endif
//-----------------------------------------------------------------------------
// Configurable Defines
/**
* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
* Lowering this value you will be able to detect more edges at the expense of
* performance.
*
* Range: [0, 0.5]
* 0.1 is a reasonable value, and allows to catch most visible edges.
* 0.05 is a rather overkill value, that allows to catch 'em all.
*
* If temporal supersampling is used, 0.2 could be a reasonable value, as low
* contrast edges are properly filtered by just 2x.
*/
#ifndef SMAA_THRESHOLD
#define SMAA_THRESHOLD 0.1
#endif
/**
* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
*
* Range: depends on the depth range of the scene.
*/
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
/**
* SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
* horizontal/vertical pattern searches, at each side of the pixel.
*
* In number of pixels, it's actually the double. So the maximum line length
* perfectly handled by, for example 16, is 64 (by perfectly, we meant that
* longer lines won't look as good, but still antialiased).
*
* Range: [0, 112]
*/
#ifndef SMAA_MAX_SEARCH_STEPS
#define SMAA_MAX_SEARCH_STEPS 16
#endif
/**
* SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
* diagonal pattern searches, at each side of the pixel. In this case we jump
* one pixel at time, instead of two.
*
* Range: [0, 20]
*
* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
* steps), but it can have a significant impact on older machines.
*
* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
*/
#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#endif
/**
* SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
*
* Range: [0, 100]
*
* Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
*/
#ifndef SMAA_CORNER_ROUNDING
#define SMAA_CORNER_ROUNDING 25
#endif
/**
* If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
* bigger contrast than current edge, current edge will be discarded.
*
* This allows to eliminate spurious crossing edges, and is based on the fact
* that, if there is too much contrast in a direction, that will hide
* perceptually contrast in the other neighbors.
*/
#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
#endif
/**
* Predicated thresholding allows to better preserve texture details and to
* improve performance, by decreasing the number of detected edges using an
* additional buffer like the light accumulation buffer, object ids or even the
* depth buffer (the depth buffer usage may be limited to indoor or short range
* scenes).
*
* It locally decreases the luma or color threshold if an edge is found in an
* additional buffer (so the global threshold can be higher).
*
* This method was developed by Playstation EDGE MLAA team, and used in
* Killzone 3, by using the light accumulation buffer. More information here:
* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
*/
#ifndef SMAA_PREDICATION
#define SMAA_PREDICATION 0
#endif
/**
* Threshold to be used in the additional predication buffer.
*
* Range: depends on the input, so you'll have to find the magic number that
* works for you.
*/
#ifndef SMAA_PREDICATION_THRESHOLD
#define SMAA_PREDICATION_THRESHOLD 0.01
#endif
/**
* How much to scale the global threshold used for luma or color edge
* detection when using predication.
*
* Range: [1, 5]
*/
#ifndef SMAA_PREDICATION_SCALE
#define SMAA_PREDICATION_SCALE 2.0
#endif
/**
* How much to locally decrease the threshold.
*
* Range: [0, 1]
*/
#ifndef SMAA_PREDICATION_STRENGTH
#define SMAA_PREDICATION_STRENGTH 0.4
#endif
/**
* Temporal reprojection allows to remove ghosting artifacts when using
* temporal supersampling. We use the CryEngine 3 method which also introduces
* velocity weighting. This feature is of extreme importance for totally
* removing ghosting. More information here:
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
*
* Note that you'll need to setup a velocity buffer for enabling reprojection.
* For static geometry, saving the previous depth buffer is a viable
* alternative.
*/
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
/**
* SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
* remove ghosting trails behind the moving object, which are not removed by
* just using reprojection. Using low values will exhibit ghosting, while using
* high values will disable temporal supersampling under motion.
*
* Behind the scenes, velocity weighting removes temporal supersampling when
* the velocity of the subsamples differs (meaning they are different objects).
*
* Range: [0, 80]
*/
#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#endif
/**
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
* to be compiled separately.
*/
#ifndef SMAA_INCLUDE_VS
#define SMAA_INCLUDE_VS 1
#endif
#ifndef SMAA_INCLUDE_PS
#define SMAA_INCLUDE_PS 1
#endif
//-----------------------------------------------------------------------------
// Texture Access Defines
#ifndef SMAA_AREATEX_SELECT
#if defined(SMAA_HLSL_3)
#define SMAA_AREATEX_SELECT(sample) sample.ra
#else
#define SMAA_AREATEX_SELECT(sample) sample.rg
#endif
#endif
#ifndef SMAA_SEARCHTEX_SELECT
#define SMAA_SEARCHTEX_SELECT(sample) sample.r
#endif
#ifndef SMAA_DECODE_VELOCITY
#define SMAA_DECODE_VELOCITY(sample) sample.rg
#endif
//-----------------------------------------------------------------------------
// Non-Configurable Defines
#define SMAA_AREATEX_MAX_DISTANCE 16
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
//-----------------------------------------------------------------------------
// Porting Functions
#if defined(SMAA_HLSL_3)
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
#define SMAASample(tex, coord) tex2D(tex, coord)
#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
#define SMAA_FLATTEN [flatten]
#define SMAA_BRANCH [branch]
#endif
#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
#define SMAATexture2D(tex) Texture2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
#define SMAA_FLATTEN [flatten]
#define SMAA_BRANCH [branch]
#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
#if defined(SMAA_HLSL_4_1)
#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
#endif
#endif
#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
#define SMAASample(tex, coord) texture(tex, coord)
#define SMAASamplePoint(tex, coord) texture(tex, coord)
#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
#define SMAA_FLATTEN
#define SMAA_BRANCH
#define lerp(a, b, t) mix(a, b, t)
#define saturate(a) clamp(a, 0.0, 1.0)
#if defined(SMAA_GLSL_4)
#define mad(a, b, c) fma(a, b, c)
#define SMAAGather(tex, coord) textureGather(tex, coord)
#else
#define mad(a, b, c) (a * b + c)
#endif
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#endif
#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
#endif
//-----------------------------------------------------------------------------
// Misc functions
/**
* Gathers current pixel, and the top-left neighbors.
*/
float3 SMAAGatherNeighbours(float2 texcoord,
float4 offset[3],
SMAATexture2D(tex)) {
#ifdef SMAAGather
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
#else
float P = SMAASamplePoint(tex, texcoord).r;
float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
return float3(P, Pleft, Ptop);
#endif
}
/**
* Adjusts the threshold by means of predication.
*/
float2 SMAACalculatePredicatedThreshold(float2 texcoord,
float4 offset[3],
SMAATexture2D(predicationTex)) {
float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
float2 delta = abs(neighbours.xx - neighbours.yz);
float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
}
/**
* Conditional move:
*/
void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
SMAA_FLATTEN if (cond.x) variable.x = value.x;
SMAA_FLATTEN if (cond.y) variable.y = value.y;
}
void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
SMAAMovc(cond.xy, variable.xy, value.xy);
SMAAMovc(cond.zw, variable.zw, value.zw);
}
#if SMAA_INCLUDE_VS
//-----------------------------------------------------------------------------
// Vertex Shaders
/**
* Edge Detection Vertex Shader
*/
void SMAAEdgeDetectionVS(float2 texcoord,
out float4 offset[3]) {
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
}
/**
* Blend Weight Calculation Vertex Shader
*/
void SMAABlendingWeightCalculationVS(float2 texcoord,
out float2 pixcoord,
out float4 offset[3]) {
pixcoord = texcoord * SMAA_RT_METRICS.zw;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
// And these for the searches, they indicate the ends of the loops:
offset[2] = mad(SMAA_RT_METRICS.xxyy,
float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
float4(offset[0].xz, offset[1].yw));
}
/**
* Neighborhood Blending Vertex Shader
*/
void SMAANeighborhoodBlendingVS(float2 texcoord,
out float4 offset) {
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
}
#endif // SMAA_INCLUDE_VS
#if SMAA_INCLUDE_PS
//-----------------------------------------------------------------------------
// Edge Detection Pixel Shaders (First Pass)
/**
* Luma Edge Detection
*
* IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
* thus 'colorTex' should be a non-sRGB texture.
*/
float2 SMAALumaEdgeDetectionPS(float2 texcoord,
float4 offset[3],
SMAATexture2D(colorTex)
#if SMAA_PREDICATION
, SMAATexture2D(predicationTex)
#endif
) {
// Calculate the threshold:
#if SMAA_PREDICATION
float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
#else
float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
#endif
// Calculate lumas:
float3 weights = float3(0.2126, 0.7152, 0.0722);
float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
// We do the usual threshold:
float4 delta;
delta.xy = abs(L - float2(Lleft, Ltop));
float2 edges = step(threshold, delta.xy);
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
// Calculate right and bottom deltas:
float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
delta.zw = abs(L - float2(Lright, Lbottom));
// Calculate the maximum delta in the direct neighborhood:
float2 maxDelta = max(delta.xy, delta.zw);
// Calculate left-left and top-top deltas:
float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
// Calculate the final maximum delta:
maxDelta = max(maxDelta.xy, delta.zw);
float finalDelta = max(maxDelta.x, maxDelta.y);
// Local contrast adaptation:
edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
return edges;
}
/**
* Color Edge Detection
*
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
* thus 'colorTex' should be a non-sRGB texture.
*/
float2 SMAAColorEdgeDetectionPS(float2 texcoord,
float4 offset[3],
SMAATexture2D(colorTex)
#if SMAA_PREDICATION
, SMAATexture2D(predicationTex)
#endif
) {
// Calculate the threshold:
#if SMAA_PREDICATION
float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
#else
float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
#endif
// Calculate color deltas:
float4 delta;
float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
float3 t = abs(C - Cleft);
delta.x = max(max(t.r, t.g), t.b);
float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
t = abs(C - Ctop);
delta.y = max(max(t.r, t.g), t.b);
// We do the usual threshold:
float2 edges = step(threshold, delta.xy);
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
// Calculate right and bottom deltas:
float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
t = abs(C - Cright);
delta.z = max(max(t.r, t.g), t.b);
float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
t = abs(C - Cbottom);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the maximum delta in the direct neighborhood:
float2 maxDelta = max(delta.xy, delta.zw);
// Calculate left-left and top-top deltas:
float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
t = abs(C - Cleftleft);
delta.z = max(max(t.r, t.g), t.b);
float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
t = abs(C - Ctoptop);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the final maximum delta:
maxDelta = max(maxDelta.xy, delta.zw);
float finalDelta = max(maxDelta.x, maxDelta.y);
// Local contrast adaptation:
edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
return edges;
}
/**
* Depth Edge Detection
*/
float2 SMAADepthEdgeDetectionPS(float2 texcoord,
float4 offset[3],
SMAATexture2D(depthTex)) {
float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
return edges;
}
//-----------------------------------------------------------------------------
// Diagonal Search Functions
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
/**
* Allows to decode two binary values from a bilinear-filtered access.
*/
float2 SMAADecodeDiagBilinearAccess(float2 e) {
// Bilinear access for fetching 'e' have a 0.25 offset, and we are
// interested in the R and G edges:
//
// +---G---+-------+
// | x o R x |
// +-------+-------+
//
// Then, if one of these edge is enabled:
// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
//
// This function will unpack the values (mad + mul + round):
// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
return round(e);
}
float4 SMAADecodeDiagBilinearAccess(float4 e) {
e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
return round(e);
}
/**
* These functions allows to perform diagonal pattern searches.
*/
float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
float4 coord = float4(texcoord, -1.0, 1.0);
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
coord.w > 0.9) {
coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
coord.w = dot(e, float2(0.5, 0.5));
}
return coord.zw;
}
float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
float4 coord = float4(texcoord, -1.0, 1.0);
coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
coord.w > 0.9) {
coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
// @SearchDiag2Optimization
// Fetch both edges at once using bilinear filtering:
e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
e = SMAADecodeDiagBilinearAccess(e);
// Non-optimized version:
// e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
// e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
coord.w = dot(e, float2(0.5, 0.5));
}
return coord.zw;
}
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
// We do a scale and bias for mapping to texel space:
texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Diagonal areas are on the second half of the texture:
texcoord.x += 0.5;
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
/**
* This searches for diagonal patterns and returns the corresponding weights.
*/
float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
float2 weights = float2(0.0, 0.0);
// Search for the line ends:
float4 d;
float2 end;
if (e.r > 0.0) {
d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
d.x += float(end.y > 0.9);
} else
d.xz = float2(0.0, 0.0);
d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
// Non-optimized version:
// float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
// float4 c;
// c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
// c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
// c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
// c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
// Merge crossing edges at each side into a single value:
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
// Remove the crossing edge if we didn't found the end of the line:
SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
// Fetch the areas for this line:
weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
}
// Search for the line ends:
d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
d.y += float(end.y > 0.9);
} else
d.yw = float2(0.0, 0.0);
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
// Remove the crossing edge if we didn't found the end of the line:
SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
// Fetch the areas for this line:
weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
}
return weights;
}
#endif
//-----------------------------------------------------------------------------
// Horizontal/Vertical Search Functions
/**
* This allows to determine how much length should we add in the last step
* of the searches. It takes the bilinearly interpolated edge (see
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active.
*/
float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
// The texture is flipped vertically, with left and right cases taking half
// of the space horizontally:
float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
// Scale and bias to access texel centers:
scale += float2(-1.0, 1.0);
bias += float2( 0.5, -0.5);
// Convert from pixel coordinates to texcoords:
// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
// Lookup the search texture:
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
}
/**
* Horizontal/vertical search functions for the 2nd pass.
*/
float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
/**
* @PSEUDO_GATHER4
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
* sample between edge, thus fetching four edges in a row.
* Sampling with different offsets in each direction allows to disambiguate
* which edges are active from the four fetched ones.
*/
float2 e = float2(0.0, 1.0);
while (texcoord.x > end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
// Non-optimized version:
// We correct the previous (-0.25, -0.125) offset we applied:
// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
// The searches are bias by 1, so adjust the coords accordingly:
// texcoord.x += SMAA_RT_METRICS.x;
// Disambiguate the length added by the last step:
// texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
// return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
}
float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(0.0, 1.0);
while (texcoord.x < end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
}
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y > end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
}
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y < end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
}
/**
* Ok, we have the distance and both crossing edges. So, what are the areas
* at each side of current edge?
*/
float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
// Rounding prevents precision errors of bilinear filtering:
float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
// We do a scale and bias for mapping to texel space:
texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Move to proper place, according to the subpixel offset:
texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
//-----------------------------------------------------------------------------
// Corner Detection Functions
void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
float2 leftRight = step(d.xy, d.yx);
float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
weights *= saturate(factor);
#endif
}
void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
float2 leftRight = step(d.xy, d.yx);
float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
rounding /= leftRight.x + leftRight.y;
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
weights *= saturate(factor);
#endif
}
//-----------------------------------------------------------------------------
// Blending Weight Calculation Pixel Shader (Second Pass)
float4 SMAABlendingWeightCalculationPS(float2 texcoord,
float2 pixcoord,
float4 offset[3],
SMAATexture2D(edgesTex),
SMAATexture2D(areaTex),
SMAATexture2D(searchTex),
float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
float4 weights = float4(0.0, 0.0, 0.0, 0.0);
float2 e = SMAASample(edgesTex, texcoord).rg;
SMAA_BRANCH
if (e.g > 0.0) { // Edge at north
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
// Diagonals have both north and west edges, so searching for them in
// one of the boundaries is enough.
weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
// We give priority to diagonals, so if we find a diagonal we skip
// horizontal/vertical processing.
SMAA_BRANCH
if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
#endif
float2 d;
// Find the distance to the left:
float3 coords;
coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
d.x = coords.x;
// Now fetch the left crossing edges, two at a time using bilinear
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
// discern what value each edge has:
float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
// Find the distance to the right:
coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
d.y = coords.z;
// We want the distances to be in pixel units (doing this here allow to
// better interleave arithmetic and memory accesses):
d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
float2 sqrt_d = sqrt(d);
// Fetch the right crossing edges:
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
// Ok, we know how this pattern looks like, now it is time for getting
// the actual area:
weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
// Fix corners:
coords.y = texcoord.y;
SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
} else
e.r = 0.0; // Skip vertical processing.
#endif
}
SMAA_BRANCH
if (e.r > 0.0) { // Edge at west
float2 d;
// Find the distance to the top:
float3 coords;
coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
d.x = coords.y;
// Fetch the top crossing edges:
float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
// Find the distance to the bottom:
coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
d.y = coords.z;
// We want the distances to be in pixel units:
d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
float2 sqrt_d = sqrt(d);
// Fetch the bottom crossing edges:
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
// Get the area for this direction:
weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
// Fix corners:
coords.x = texcoord.x;
SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
}
return weights;
}
//-----------------------------------------------------------------------------
// Neighborhood Blending Pixel Shader (Third Pass)
float4 SMAANeighborhoodBlendingPS(float2 texcoord,
float4 offset,
SMAATexture2D(colorTex),
SMAATexture2D(blendTex)
#if SMAA_REPROJECTION
, SMAATexture2D(velocityTex)
#endif
) {
// Fetch the blending weights for current pixel:
float4 a;
a.x = SMAASample(blendTex, offset.xy).a; // Right
a.y = SMAASample(blendTex, offset.zw).g; // Top
a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
// Is there any blending weight with a value greater than 0.0?
SMAA_BRANCH
if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
float4 color = SMAASampleLevelZero(colorTex, texcoord);
#if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
// Pack velocity into the alpha channel:
color.a = sqrt(5.0 * length(velocity));
#endif
return color;
} else {
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
// Calculate the blending offsets:
float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
float2 blendingWeight = a.yw;
SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
SMAAMovc(bool2(h, h), blendingWeight, a.xz);
blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
// Calculate the texture coordinates:
float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
#if SMAA_REPROJECTION
// Antialias velocity for proper reprojection in a later stage:
float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
// Pack velocity into the alpha channel:
color.a = sqrt(5.0 * length(velocity));
#endif
return color;
}
}
//-----------------------------------------------------------------------------
// Temporal Resolve Pixel Shader (Optional Pass)
float4 SMAAResolvePS(float2 texcoord,
SMAATexture2D(currentColorTex),
SMAATexture2D(previousColorTex)
#if SMAA_REPROJECTION
, SMAATexture2D(velocityTex)
#endif
) {
#if SMAA_REPROJECTION
// Velocity is assumed to be calculated for motion blur, so we need to
// inverse it for reprojection:
float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
// Fetch current pixel:
float4 current = SMAASamplePoint(currentColorTex, texcoord);
// Reproject current coordinates and fetch previous pixel:
float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
// Attenuate the previous pixel if the velocity is different:
float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
// Blend the pixels according to the calculated weight:
return lerp(current, previous, weight);
#else
// Just blend the pixels:
float4 current = SMAASamplePoint(currentColorTex, texcoord);
float4 previous = SMAASamplePoint(previousColorTex, texcoord);
return lerp(current, previous, 0.5);
#endif
}
//-----------------------------------------------------------------------------
// Separate Multisamples Pixel Shader (Optional Pass)
#ifdef SMAALoad
void SMAASeparatePS(float4 position,
float2 texcoord,
out float4 target0,
out float4 target1,
SMAATexture2DMS2(colorTexMS)) {
int2 pos = int2(position.xy);
target0 = SMAALoad(colorTexMS, pos, 0);
target1 = SMAALoad(colorTexMS, pos, 1);
}
#endif
//-----------------------------------------------------------------------------
#endif // SMAA_INCLUDE_PS
// ----------------------------------------------------------------------------------------
// Edge Detection
struct VaryingsEdge
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
float4 Offsets[3] : TEXCOORD1;
};
// Vertex Shader for edge detection
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
VaryingsEdge VS_Edge(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
VaryingsEdge output;
output.Position = float4(Position, 0, 1);
output.TexCoord = TexCoord;
SMAAEdgeDetectionVS(TexCoord, output.Offsets);
return output;
}
// Pixel Shader for edge detection
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(SMAA_PRESET_LOW=0)
META_PERMUTATION_1(SMAA_PRESET_MEDIUM=1)
META_PERMUTATION_1(SMAA_PRESET_HIGH=2)
META_PERMUTATION_1(SMAA_PRESET_ULTRA=3)
float4 PS_Edge(VaryingsEdge input) : SV_Target
{
return float4(SMAAColorEdgeDetectionPS(input.TexCoord, input.Offsets, Input), 0.0, 0.0);
}
// ----------------------------------------------------------------------------------------
// Blend Weights Calculation
struct VaryingsBlend
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
float2 PixCoord : TEXCOORD1;
float4 Offsets[3] : TEXCOORD2;
};
// Vertex Shader for blend weights calculation
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
VaryingsBlend VS_Blend(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
VaryingsBlend output;
output.Position = float4(Position.xy, 0, 1);
output.TexCoord = TexCoord;
output.PixCoord = output.TexCoord * SMAA_RT_METRICS.zw;
SMAABlendingWeightCalculationVS(TexCoord, output.PixCoord, output.Offsets);
return output;
}
#if _PS_Blend
Texture2D AreaTexture : register(t1);
Texture2D SearchTexure : register(t2);
// Pixel Shader for blend weights calculation
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(SMAA_PRESET_LOW=0)
META_PERMUTATION_1(SMAA_PRESET_MEDIUM=1)
META_PERMUTATION_1(SMAA_PRESET_HIGH=2)
META_PERMUTATION_1(SMAA_PRESET_ULTRA=3)
float4 PS_Blend(VaryingsBlend input) : SV_Target
{
return SMAABlendingWeightCalculationPS(input.TexCoord, input.PixCoord, input.Offsets, Input, AreaTexture, SearchTexure, 0);
}
#endif
// ----------------------------------------------------------------------------------------
// Neighborhood Blending
struct VaryingsNeighbor
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
float4 Offset : TEXCOORD1;
};
// Vertex Shader for neighborhood blending
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
VaryingsNeighbor VS_Neighbor(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
VaryingsNeighbor output;
output.Position = float4(Position, 0, 1);
output.TexCoord = TexCoord;
SMAANeighborhoodBlendingVS(TexCoord, output.Offset);
return output;
}
#if _PS_Neighbor
Texture2D BlendTexture : register(t1);
// Pixel Shader for neighborhood blending
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Neighbor(VaryingsNeighbor input) : SV_Target
{
return SMAANeighborhoodBlendingPS(input.TexCoord, input.Offset, Input, BlendTexture);
}
#endif