Path: blob/master/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl
10281 views
/** * Copyright (C) 2013 Jorge Jimenez ([email protected]) * Copyright (C) 2013 Jose I. Echevarria ([email protected]) * Copyright (C) 2013 Belen Masia ([email protected]) * Copyright (C) 2013 Fernando Navarro ([email protected]) * Copyright (C) 2013 Diego Gutierrez ([email protected]) * * 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. */ #[vertex] #version 450 layout(location = 0) out vec2 tex_coord; layout(location = 1) out vec4 offset; layout(push_constant, std430) uniform Params { vec2 inv_size; vec2 pad; } params; void main() { vec2 vertex_base; if (gl_VertexIndex == 0) { vertex_base = vec2(-1.0, -1.0); } else if (gl_VertexIndex == 1) { vertex_base = vec2(-1.0, 3.0); } else { vertex_base = vec2(3.0, -1.0); } gl_Position = vec4(vertex_base, 0.0, 1.0); tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 offset = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy); } #[fragment] #version 450 layout(location = 0) in vec2 tex_coord; layout(location = 1) in vec4 offset; layout(set = 0, binding = 0) uniform sampler2D color_tex; layout(set = 1, binding = 0) uniform sampler2D blend_tex; layout(location = 0) out vec4 out_color; #define FLAG_USE_8_BIT_DEBANDING (1 << 0) #define FLAG_USE_10_BIT_DEBANDING (1 << 1) layout(push_constant, std430) uniform Params { vec2 inv_size; uint flags; float pad; } params; #define textureLinear(tex, uv) srgb_to_linear(textureLod(tex, uv, 0.0).rgb) vec3 linear_to_srgb(vec3 color) { // If going to srgb, clamp from 0 to 1. color = clamp(color, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } vec3 srgb_to_linear(vec3 color) { return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045))); } void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) { if (cond.x) { variable.x = value.x; } if (cond.y) { variable.y = value.y; } } void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) { SMAAMovc(cond.xy, variable.xy, value.xy); SMAAMovc(cond.zw, variable.zw, value.zw); } // From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) // NOTE: `frag_coord` is in pixels (i.e. not normalized UV). // This dithering must be applied after encoding changes (linear/nonlinear) have been applied // as the final step before quantization from floating point to integer values. vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) { // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR. // Removed the time component to avoid passing time into this shader. vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord)); dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0)); // Subtract 0.5 to avoid slightly brightening the whole viewport. // Use a dither strength of 100% rather than the 37.5% suggested by the original source. return (dither.rgb - 0.5) / bit_alignment_diviser; } void main() { vec4 a; a.x = texture(blend_tex, offset.xy).a; a.y = texture(blend_tex, offset.zw).g; a.wz = texture(blend_tex, tex_coord).xz; if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { out_color = textureLod(color_tex, tex_coord, 0.0); } else { bool h = max(a.x, a.z) > max(a.y, a.w); vec4 blending_offset = vec4(0.0, a.y, 0.0, a.w); vec2 blending_weight = a.yw; SMAAMovc(bvec4(h, h, h, h), blending_offset, vec4(a.x, 0.0, a.z, 0.0)); SMAAMovc(bvec2(h, h), blending_weight, a.xz); blending_weight /= dot(blending_weight, vec2(1.0, 1.0)); vec4 blending_coord = fma(blending_offset, vec4(params.inv_size.xy, -params.inv_size.xy), tex_coord.xyxy); out_color.rgb = blending_weight.x * textureLinear(color_tex, blending_coord.xy); out_color.rgb += blending_weight.y * textureLinear(color_tex, blending_coord.zw); out_color.rgb = linear_to_srgb(out_color.rgb); out_color.a = texture(color_tex, tex_coord).a; } if (bool(params.flags & FLAG_USE_8_BIT_DEBANDING)) { // Divide by 255 to align to 8-bit quantization. out_color.rgb += screen_space_dither(gl_FragCoord.xy, 255.0); } else if (bool(params.flags & FLAG_USE_10_BIT_DEBANDING)) { // Divide by 1023 to align to 10-bit quantization. out_color.rgb += screen_space_dither(gl_FragCoord.xy, 1023.0); } }