Path: blob/master/servers/rendering/renderer_rd/shaders/effects/smaa_edge_detection.glsl
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/** * 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[3]; layout(push_constant, std430) uniform Params { vec2 inv_size; float threshold; float reserved; } 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[0] = fma(params.inv_size.xyxy, vec4(-1.0, 0.0, 0.0, -1.0), tex_coord.xyxy); offset[1] = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy); offset[2] = fma(params.inv_size.xyxy, vec4(-2.0, 0.0, 0.0, -2.0), tex_coord.xyxy); } #[fragment] #version 450 layout(location = 0) in vec2 tex_coord; layout(location = 1) in vec4 offset[3]; layout(set = 0, binding = 0) uniform sampler2D color_tex; layout(location = 0) out vec2 edges; layout(push_constant, std430) uniform Params { vec2 inv_size; float threshold; float reserved; } params; #define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 void main() { vec2 threshold = vec2(params.threshold); vec4 delta; vec3 C = texture(color_tex, tex_coord).rgb; vec3 Cleft = texture(color_tex, offset[0].xy).rgb; vec3 t = abs(C - Cleft); delta.x = max(max(t.r, t.g), t.b); vec3 Ctop = texture(color_tex, offset[0].zw).rgb; t = abs(C - Ctop); delta.y = max(max(t.r, t.g), t.b); edges = step(threshold, delta.xy); if (dot(edges, vec2(1.0, 1.0)) == 0.0) { discard; } vec3 Cright = texture(color_tex, offset[1].xy).rgb; t = abs(C - Cright); delta.z = max(max(t.r, t.g), t.b); vec3 Cbottom = texture(color_tex, offset[1].zw).rgb; t = abs(C - Cbottom); delta.w = max(max(t.r, t.g), t.b); vec2 max_delta = max(delta.xy, delta.zw); vec3 Cleftleft = texture(color_tex, offset[2].xy).rgb; t = abs(Cleft - Cleftleft); delta.z = max(max(t.r, t.g), t.b); vec3 Ctoptop = texture(color_tex, offset[2].zw).rgb; t = abs(Ctop - Ctoptop); delta.w = max(max(t.r, t.g), t.b); max_delta = max(max_delta.xy, delta.zw); float final_delta = max(max_delta.x, max_delta.y); edges.xy *= step(final_delta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); }