mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
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166 lines
4.8 KiB
GLSL
166 lines
4.8 KiB
GLSL
/*
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Reverse Antialiasing Shader
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Adapted from the C source (see Copyright below) to shader
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cg language by Hyllian/Jararaca - sergiogdb@gmail.com
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This shader works best in 2x scale.
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*/
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/*
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*
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* Copyright (c) 2012, Christoph Feck <christoph@maxiom.de>
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* All Rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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// out variables go here as COMPAT_VARYING whatever
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float WHATEVER;
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#else
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#define WHATEVER 0.0
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#endif
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy * 1.0001;
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}
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float REVERSEAA_SHARPNESS;
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#else
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#define REVERSEAA_SHARPNESS 2.0
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#endif
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#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
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vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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{
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vec4 t, m;
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mat4 pre = mat4(vec4(pre2, 1.0), vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0));
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mat4 pos = mat4(vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0), vec4(pos2, 1.0));
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mat4 df = pos - pre;
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m = 0.5 - abs(vec4(px, 1.0) - 0.5);
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m = REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
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t = (7. * (df[1] + df[2]) - 3. * (df[0] + df[3])) / 16.;
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t = clamp(t, -m, m);
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return t.xyz;
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}
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void main()
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{
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vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
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vec2 coord = vTexCoord - pos * SourceSize.zw;
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vec3 E = P( 0., 0.);
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vec3 _tx = res2x(P(-2.,0.), P(-1.,0.), E, P(1.,0.), P(2.,0.)) * pos.x;
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vec3 _ty = res2x(P(0.,-2.), P(0.,-1.), E, P(0.,1.), P(0.,2.)) * pos.y;
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vec3 res = clamp(E + 2.0*(_tx + _ty), 0.0, 1.0);
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FragColor = vec4(res, 1.0);
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}
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#endif
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