diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
12 files changed, 1989 insertions, 146 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl index 96d08058cf..e80c59b39f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl @@ -2067,9 +2067,6 @@ A_STATIC void CasSetup(   AF3 CasLoad(ASU2 p) { return texelFetch(diffuseRect, p, 0).rgb; }   void CasInput(inout AF1 r,inout AF1 g,inout AF1 b)   { -    r = AFromSrgbF1(r); -    g = AFromSrgbF1(g); -    b = AFromSrgbF1(b);   }  //------------------------------------------------------------------------------------------------------------------------------ @@ -2553,6 +2550,7 @@ void main()      vec4 diff = vec4(0.f);      uvec2 point = uvec2(vary_fragcoord * out_screen_res.xy);      CasFilter(diff.r, diff.g, diff.b, point, cas_param_0, cas_param_1, true); -    frag_color = vec4(linear_to_srgb(diff.rgb), 1.0); +    diff.a = texture(diffuseRect, vary_fragcoord).a; +    frag_color = diff;  }  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl new file mode 100644 index 0000000000..fdb77cce6e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -0,0 +1,1463 @@ +/** + * @file SMAA.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable +#extension GL_EXT_gpu_shader4 : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef VERTEX_SHADER +    #define SMAA_INCLUDE_VS 1 +    #define SMAA_INCLUDE_PS 0 +#else +    #define SMAA_INCLUDE_VS 0 +    #define SMAA_INCLUDE_PS 1 +#endif + +uniform vec4 SMAA_RT_METRICS; + +/** + * 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. + */ + + +/** + *                  _______  ___  ___       ___           ___ + *                 /       ||   \/   |     /   \         /   \ + *                |   (---- |  \  /  |    /  ^  \       /  ^  \ + *                 \   \    |  |\/|  |   /  /_\  \     /  /_\  \ + *              ----)   |   |  |  |  |  /  _____  \   /  _____  \ + *             |_______/    |__|  |__| /__/     \__\ /__/     \__\ + * + *                               E N H A N C E D + *       S U B P I X E L   M O R P H O L O G I C A L   A N T I A L I A S I N G + * + *                         http://www.iryoku.com/smaa/ + * + * Hi, welcome aboard! + * + * Here you'll find instructions to get the shader up and running as fast as + * possible. + * + * IMPORTANTE NOTICE: when updating, remember to update both this file and the + * precomputed textures! They may change from version to version. + * + * The shader has three passes, chained together as follows: + * + *                           |input|------------------� + *                              v                     | + *                    [ SMAA*EdgeDetection ]          | + *                              v                     | + *                          |edgesTex|                | + *                              v                     | + *              [ SMAABlendingWeightCalculation ]     | + *                              v                     | + *                          |blendTex|                | + *                              v                     | + *                [ SMAANeighborhoodBlending ] <------� + *                              v + *                           |output| + * + * Note that each [pass] has its own vertex and pixel shader. Remember to use + * oversized triangles instead of quads to avoid overshading along the + * diagonal. + * + * You've three edge detection methods to choose from: luma, color or depth. + * They represent different quality/performance and anti-aliasing/sharpness + * tradeoffs, so our recommendation is for you to choose the one that best + * suits your particular scenario: + * + * - Depth edge detection is usually the fastest but it may miss some edges. + * + * - Luma edge detection is usually more expensive than depth edge detection, + *   but catches visible edges that depth edge detection can miss. + * + * - Color edge detection is usually the most expensive one but catches + *   chroma-only edges. + * + * For quickstarters: just use luma edge detection. + * + * The general advice is to not rush the integration process and ensure each + * step is done correctly (don't try to integrate SMAA T2x with predicated edge + * detection from the start!). Ok then, let's go! + * + *  1. The first step is to create two RGBA temporal render targets for holding + *     |edgesTex| and |blendTex|. + * + *     In DX10 or DX11, you can use a RG render target for the edges texture. + *     In the case of NVIDIA GPUs, using RG render targets seems to actually be + *     slower. + * + *     On the Xbox 360, you can use the same render target for resolving both + *     |edgesTex| and |blendTex|, as they aren't needed simultaneously. + * + *  2. Both temporal render targets |edgesTex| and |blendTex| must be cleared + *     each frame. Do not forget to clear the alpha channel! + * + *  3. The next step is loading the two supporting precalculated textures, + *     'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as + *     C++ headers, and also as regular DDS files. They'll be needed for the + *     'SMAABlendingWeightCalculation' pass. + * + *     If you use the C++ headers, be sure to load them in the format specified + *     inside of them. + * + *     You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 + *     respectively, if you have that option in your content processor pipeline. + *     When compressing then, you get a non-perceptible quality decrease, and a + *     marginal performance increase. + * + *  4. All samplers must be set to linear filtering and clamp. + * + *     After you get the technique working, remember that 64-bit inputs have + *     half-rate linear filtering on GCN. + * + *     If SMAA is applied to 64-bit color buffers, switching to point filtering + *     when accesing them will increase the performance. Search for + *     'SMAASamplePoint' to see which textures may benefit from point + *     filtering, and where (which is basically the color input in the edge + *     detection and resolve passes). + * + *  5. All texture reads and buffer writes must be non-sRGB, with the exception + *     of the input read and the output write in + *     'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in + *     this last pass are not possible, the technique will work anyway, but + *     will perform antialiasing in gamma space. + * + *     IMPORTANT: for best results the input read for the color/luma edge + *     detection should *NOT* be sRGB. + * + *  6. Before including SMAA.h you'll have to setup the render target metrics, + *     the target and any optional configuration defines. Optionally you can + *     use a preset. + * + *     You have the following targets available: + *         SMAA_HLSL_3 + *         SMAA_HLSL_4 + *         SMAA_HLSL_4_1 + *         SMAA_GLSL_2 * + *         SMAA_GLSL_3 * + *         SMAA_GLSL_4 * + * + *         * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). + * + *     And four presets: + *         SMAA_PRESET_LOW          (%60 of the quality) + *         SMAA_PRESET_MEDIUM       (%80 of the quality) + *         SMAA_PRESET_HIGH         (%95 of the quality) + *         SMAA_PRESET_ULTRA        (%99 of the quality) + * + *     For example: + *         #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) + *         #define SMAA_HLSL_4 + *         #define SMAA_PRESET_HIGH + *         #include "SMAA.h" + * + *     Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a + *     uniform variable. The code is designed to minimize the impact of not + *     using a constant value, but it is still better to hardcode it. + * + *     Depending on how you encoded 'areaTex' and 'searchTex', you may have to + *     add (and customize) the following defines before including SMAA.h: + *          #define SMAA_AREATEX_SELECT(sample) sample.rg + *          #define SMAA_SEARCHTEX_SELECT(sample) sample.r + * + *     If your engine is already using porting macros, you can define + *     SMAA_CUSTOM_SL, and define the porting functions by yourself. + * + *  7. Then, you'll have to setup the passes as indicated in the scheme above. + *     You can take a look into SMAA.fx, to see how we did it for our demo. + *     Checkout the function wrappers, you may want to copy-paste them! + * + *  8. It's recommended to validate the produced |edgesTex| and |blendTex|. + *     You can use a screenshot from your engine to compare the |edgesTex| + *     and |blendTex| produced inside of the engine with the results obtained + *     with the reference demo. + * + *  9. After you get the last pass to work, it's time to optimize. You'll have + *     to initialize a stencil buffer in the first pass (discard is already in + *     the code), then mask execution by using it the second pass. The last + *     pass should be executed in all pixels. + * + * + * After this point you can choose to enable predicated thresholding, + * temporal supersampling and motion blur integration: + * + * a) If you want to use predicated thresholding, take a look into + *    SMAA_PREDICATION; you'll need to pass an extra texture in the edge + *    detection pass. + * + * b) If you want to enable temporal supersampling (SMAA T2x): + * + * 1. The first step is to render using subpixel jitters. I won't go into + *    detail, but it's as simple as moving each vertex position in the + *    vertex shader, you can check how we do it in our DX10 demo. + * + * 2. Then, you must setup the temporal resolve. You may want to take a look + *    into SMAAResolve for resolving 2x modes. After you get it working, you'll + *    probably see ghosting everywhere. But fear not, you can enable the + *    CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. + *    Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. + * + * 3. The next step is to apply SMAA to each subpixel jittered frame, just as + *    done for 1x. + * + * 4. At this point you should already have something usable, but for best + *    results the proper area textures must be set depending on current jitter. + *    For this, the parameter 'subsampleIndices' of + *    'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x + *    mode: + * + *    @SUBSAMPLE_INDICES + * + *    | S# |  Camera Jitter   |  subsampleIndices    | + *    +----+------------------+---------------------+ + *    |  0 |  ( 0.25, -0.25)  |  float4(1, 1, 1, 0)  | + *    |  1 |  (-0.25,  0.25)  |  float4(2, 2, 2, 0)  | + * + *    These jitter positions assume a bottom-to-top y axis. S# stands for the + *    sample number. + * + * More information about temporal supersampling here: + *    http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * c) If you want to enable spatial multisampling (SMAA S2x): + * + * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be + *    created with: + *      - DX10:     see below (*) + *      - DX10.1:   D3D10_STANDARD_MULTISAMPLE_PATTERN or + *      - DX11:     D3D11_STANDARD_MULTISAMPLE_PATTERN + * + *    This allows to ensure that the subsample order matches the table in + *    @SUBSAMPLE_INDICES. + * + *    (*) In the case of DX10, we refer the reader to: + *      - SMAA::detectMSAAOrder and + *      - SMAA::msaaReorder + * + *    These functions allow to match the standard multisample patterns by + *    detecting the subsample order for a specific GPU, and reordering + *    them appropriately. + * + * 2. A shader must be run to output each subsample into a separate buffer + *    (DX10 is required). You can use SMAASeparate for this purpose, or just do + *    it in an existing pass (for example, in the tone mapping pass, which has + *    the advantage of feeding tone mapped subsamples to SMAA, which will yield + *    better results). + * + * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing + *    the results in the final buffer. The second run should alpha blend with + *    the existing final buffer using a blending factor of 0.5. + *    'subsampleIndices' must be adjusted as in the SMAA T2x case (see point + *    b). + * + * d) If you want to enable temporal supersampling on top of SMAA S2x + *    (which actually is SMAA 4x): + * + * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is + *    to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' + *    must be set as follows: + * + *    | F# | S# |   Camera Jitter    |    Net Jitter     |   subsampleIndices   | + *    +----+----+--------------------+-------------------+----------------------+ + *    |  0 |  0 |  ( 0.125,  0.125)  |  ( 0.375, -0.125) |  float4(5, 3, 1, 3)  | + *    |  0 |  1 |  ( 0.125,  0.125)  |  (-0.125,  0.375) |  float4(4, 6, 2, 3)  | + *    +----+----+--------------------+-------------------+----------------------+ + *    |  1 |  2 |  (-0.125, -0.125)  |  ( 0.125, -0.375) |  float4(3, 5, 1, 4)  | + *    |  1 |  3 |  (-0.125, -0.125)  |  (-0.375,  0.125) |  float4(6, 4, 2, 4)  | + * + *    These jitter positions assume a bottom-to-top y axis. F# stands for the + *    frame number. S# stands for the sample number. + * + * 2. After calculating SMAA S2x for current frame (with the new subsample + *    indices), previous frame must be reprojected as in SMAA T2x mode (see + *    point b). + * + * e) If motion blur is used, you may want to do the edge detection pass + *    together with motion blur. This has two advantages: + * + * 1. Pixels under heavy motion can be omitted from the edge detection process. + *    For these pixels we can just store "no edge", as motion blur will take + *    care of them. + * 2. The center pixel tap is reused. + * + * Note that in this case depth testing should be used instead of stenciling, + * as we have to write all the pixels in the motion blur pass. + * + * That's it! + */ + +//----------------------------------------------------------------------------- +// SMAA Presets + +/** + * Note that if you use one of these presets, the following configuration + * macros will be ignored if set in the "Configurable Defines" section. + */ + +#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 and texture 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) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif  // SMAA_FLIP_Y +#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) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif  // SMAA_FLIP_Y +SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +#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_2) || defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 1 +#endif  // SMAA_FLIP_Y + +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#if defined(SMAA_GLSL_2) +#define SMAASampleLevelZero(tex, coord) texture2DLod(tex, coord, 0.0) +#define SMAASampleLevelZeroPoint(tex, coord) texture2DLod(tex, coord, 0.0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2DLodOffset(tex, coord, 0.0, offset) +#define SMAASample(tex, coord) texture2D(tex, coord) +#define SMAASamplePoint(tex, coord) texture2D(tex, coord) +#define SMAASampleOffset(tex, coord, offset) texture2D(tex, coord, offset) +#else +#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) textureOffset(tex, coord, offset) +#endif +#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 +#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#define SMAATexture2DMS2(tex) sampler2DMS tex +#define SMAALoad(tex, pos, sample) texelFetch(tex, pos, sample) +#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_2) && !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 + + +#if SMAA_FLIP_Y + +#define API_V_DIR(v) -(v) +#define API_V_COORD(v) (1.0 - v) +#define API_V_BELOW(v1, v2) v1 < v2 +#define API_V_ABOVE(v1, v2) v1 > v2 + +#else  // VULKAN_FLIP + +#define API_V_DIR(v) v +#define API_V_COORD(v) v +#define API_V_BELOW(v1, v2) v1 > v2 +#define API_V_ABOVE(v1, v2) v1 < v2 + +#endif  // VULKAN_FLIP + + +//----------------------------------------------------------------------------- +// Misc functions + +#if SMAA_INCLUDE_PS +/** + * Gathers current pixel, and the top-left neighbors. + */ +float3 SMAAGatherNeighbours(float2 texcoord, +                            float4 offset[3], +                            SMAATexture2D(tex)) { +    #ifdef SMAAGather + +    #if SMAA_FLIP_Y +    return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5,  0.5)).zwy; +    #else  // SMAA_FLIP_Y +    return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; +    #endif  // SMAA_FLIP_Y + +    #else  // SMAAGather +    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); +} + +#endif  // SMAA_INCLUDE_PS + +/** + * 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, API_V_DIR(-1.0)), texcoord.xyxy); +    offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); +    offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-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, API_V_DIR(-0.125),  1.25, API_V_DIR(-0.125)), texcoord.xyxy); +    offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125,  API_V_DIR(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, API_V_DIR(-2.0), API_V_DIR(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, API_V_DIR(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) { +    dir.y = API_V_DIR(dir.y); +    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) { +    dir.y = API_V_DIR(dir.y); +    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; + +    texcoord.y = API_V_COORD(texcoord.y); + +    // 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, API_V_DIR(d.x), d.y, API_V_DIR(-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, API_V_DIR(-d.x), d.y, API_V_DIR(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, API_V_DIR(-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; + +    float2 coord = mad(scale, e, bias); +    coord.y = API_V_COORD(coord.y); + +    // Lookup the search texture: +    return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord)); +} + +/** + * 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 (API_V_BELOW(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, API_V_DIR(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, API_V_DIR(offset), texcoord.y); +} + +float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { +    float2 e = float2(1.0, 0.0); +    while (API_V_ABOVE(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, API_V_DIR(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, API_V_DIR(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); + +    texcoord.y = API_V_COORD(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,  API_V_DIR(1))).r; +    factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1,  API_V_DIR(1))).r; +    factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r; +    factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-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, API_V_DIR(1))).g; +    factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; +    factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(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, API_V_DIR(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, API_V_DIR(a.y), 0.0, API_V_DIR(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 diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl new file mode 100644 index 0000000000..3332c5f58f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl @@ -0,0 +1,57 @@ +/** + * @file SMAABlendWeightsF.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec2 vary_pixcoord; +in vec4 vary_offset[3]; + +uniform sampler2D edgesTex; +uniform sampler2D areaTex; +uniform sampler2D searchTex; + +vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, +                                       vec2 pixcoord, +                                       vec4 offset[3], +                                       sampler2D edgesTex, +                                       sampler2D areaTex, +                                       sampler2D searchTex, +                                       vec4 subsampleIndices); + +void main() +{ +    frag_color = SMAABlendingWeightCalculationPS(vary_texcoord0, +                                                 vary_pixcoord, +                                                 vary_offset, +                                                 edgesTex, +                                                 areaTex, +                                                 searchTex, +                                                 vec4(0.0) +                                                 ); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl new file mode 100644 index 0000000000..52f85ef30c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl @@ -0,0 +1,51 @@ +/** + * @file SMAABlendWeightsV.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec2 vary_pixcoord; +out vec4 vary_offset[3]; + +#define float4 vec4 +#define float2 vec2 +void SMAABlendingWeightCalculationVS(float2 texcoord, +                                     out float2 pixcoord, +                                     out float4 offset[3]); + +void main() +{ +    gl_Position = vec4(position.xyz, 1.0); +    vary_texcoord0 = (gl_Position.xy*0.5+0.5); + +    SMAABlendingWeightCalculationVS(vary_texcoord0, +                                    vary_pixcoord, +                                    vary_offset); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl new file mode 100644 index 0000000000..0a8cd4a4ea --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl @@ -0,0 +1,59 @@ +/** + * @file SMAAEdgeDetectF.glsl + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec4 vary_offset[3]; + +uniform sampler2D diffuseRect; +#if SMAA_PREDICATION +uniform sampler2D predicationTex; +#endif + +#define float4 vec4 +#define float2 vec2 +#define SMAATexture2D(tex) sampler2D tex + +float2 SMAAColorEdgeDetectionPS(float2 texcoord, +                                float4 offset[3], +                                SMAATexture2D(colorTex) +                                #if SMAA_PREDICATION +                                , SMAATexture2D(predicationTex) +                                #endif +                                ); + +void main() +{ +    vec2 val = SMAAColorEdgeDetectionPS(vary_texcoord0, +                                          vary_offset, +                                          diffuseRect +                                          #if SMAA_PREDICATION +                                          , predicationTex +                                          #endif +                                          ); +    frag_color = float4(val,0.0,0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl new file mode 100644 index 0000000000..7c0184bfc4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl @@ -0,0 +1,45 @@ +/** + * @file SMAAEdgeDetectV.glsl + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec4 vary_offset[3]; + +#define float4 vec4 +#define float2 vec2 +void SMAAEdgeDetectionVS(float2 texcoord, +                         out float4 offset[3]); + +void main() +{ +    gl_Position = vec4(position.xyz, 1.0); +    vary_texcoord0 = (gl_Position.xy*0.5+0.5); + +    SMAAEdgeDetectionVS(vary_texcoord0, vary_offset); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl new file mode 100644 index 0000000000..3276405447 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl @@ -0,0 +1,63 @@ +/** + * @file SMAANeighborhoodBlendF.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec4 vary_offset; + +uniform sampler2D diffuseRect; +uniform sampler2D blendTex; +#if SMAA_REPROJECTION +uniform sampler2D velocityTex; +#endif + +#define float4 vec4 +#define float2 vec2 +#define SMAATexture2D(tex) sampler2D tex + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, +                                  float4 offset, +                                  SMAATexture2D(colorTex), +                                  SMAATexture2D(blendTex) +                                  #if SMAA_REPROJECTION +                                  , SMAATexture2D(velocityTex) +                                  #endif +                                  ); + +void main() +{ +    frag_color = SMAANeighborhoodBlendingPS(vary_texcoord0, +                                            vary_offset, +                                            diffuseRect, +                                            blendTex +                                            #if SMAA_REPROJECTION +                                            , velocityTex +                                            #endif +                                            ); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl new file mode 100644 index 0000000000..7ea1ac61e3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl @@ -0,0 +1,47 @@ +/** + * @file SMAANeighborhoodBlendV.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec4 vary_offset; + +#define float4 vec4 +#define float2 vec2 +void SMAANeighborhoodBlendingVS(float2 texcoord, +                                out float4 offset); + +void main() +{ +    gl_Position = vec4(position.xyz, 1.0); +    vary_texcoord0 = (gl_Position.xy*0.5+0.5); + +    SMAANeighborhoodBlendingVS(vary_texcoord0, vary_offset); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 16e23a3da7..655cb1ea97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -32,7 +32,7 @@ out vec4 frag_color;  #define FXAA_PC 1  //#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 +//#define FXAA_QUALITY__PRESET 12  /*============================================================================ diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a0eb6cfbb8..0673159ab7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -28,140 +28,14 @@  out vec4 frag_color;  uniform sampler2D diffuseRect; -uniform sampler2D exposureMap; - -uniform vec2 screen_res; -in vec2 vary_fragcoord; - -vec3 linear_to_srgb(vec3 cl); - -//=============================================================== -// tone mapping taken from Khronos sample implementation -//=============================================================== - -// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT -const mat3 ACESInputMat = mat3 -( -    0.59719, 0.07600, 0.02840, -    0.35458, 0.90834, 0.13383, -    0.04823, 0.01566, 0.83777 -); - - -// ODT_SAT => XYZ => D60_2_D65 => sRGB -const mat3 ACESOutputMat = mat3 -( -    1.60475, -0.10208, -0.00327, -    -0.53108,  1.10813, -0.07276, -    -0.07367, -0.00605,  1.07602 -); - -// ACES tone map (faster approximation) -// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ -vec3 toneMapACES_Narkowicz(vec3 color) -{ -    const float A = 2.51; -    const float B = 0.03; -    const float C = 2.43; -    const float D = 0.59; -    const float E = 0.14; -    return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); -} - - -// ACES filmic tone map approximation -// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl -vec3 RRTAndODTFit(vec3 color) -{ -    vec3 a = color * (color + 0.0245786) - 0.000090537; -    vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; -    return a / b; -} - - -// tone mapping -vec3 toneMapACES_Hill(vec3 color) -{ -    color = ACESInputMat * color; - -    // Apply RRT and ODT -    color = RRTAndODTFit(color); - -    color = ACESOutputMat * color; - -    // Clamp to [0, 1] -    color = clamp(color, 0.0, 1.0); - -    return color; -}  uniform float exposure;  uniform float gamma;  uniform float aces_mix; +uniform vec2 screen_res; +in vec2 vary_fragcoord; -vec3 toneMap(vec3 color) -{ -#ifndef NO_POST -    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - -    color *= exposure * exp_scale; - -    // mix ACES and Linear here as a compromise to avoid over-darkening legacy content -    color = mix(toneMapACES_Hill(color), color, aces_mix); -#endif - -    return color; -} - -//=============================================================== - -//================================= -// borrowed noise from: -//  <https://www.shadertoy.com/view/4dS3Wd> -//  By Morgan McGuire @morgan3d, http://graphicscodex.com -// -float hash(float n) { return fract(sin(n) * 1e4); } -float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } - -float noise(float x) { -    float i = floor(x); -    float f = fract(x); -    float u = f * f * (3.0 - 2.0 * f); -    return mix(hash(i), hash(i + 1.0), u); -} - -float noise(vec2 x) { -    vec2 i = floor(x); -    vec2 f = fract(x); - -    // Four corners in 2D of a tile -    float a = hash(i); -    float b = hash(i + vec2(1.0, 0.0)); -    float c = hash(i + vec2(0.0, 1.0)); -    float d = hash(i + vec2(1.0, 1.0)); - -    // Simple 2D lerp using smoothstep envelope between the values. -    // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), -    //          mix(c, d, smoothstep(0.0, 1.0, f.x)), -    //          smoothstep(0.0, 1.0, f.y))); - -    // Same code, with the clamps in smoothstep and common subexpressions -    // optimized away. -    vec2 u = f * f * (3.0 - 2.0 * f); -    return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; -} - -//============================= - -void debugExposure(inout vec3 color) -{ -    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; -    exp_scale *= 0.5; -    if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1) -    { -        color = vec3(1,0,0); -    } -} +vec3 linear_to_srgb(vec3 cl);  vec3 legacyGamma(vec3 color)  { @@ -175,23 +49,12 @@ void main()  {      //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)      vec4 diff = texture(diffuseRect, vary_fragcoord); +    diff.rgb = linear_to_srgb(diff.rgb);  #ifdef LEGACY_GAMMA -    diff.rgb = linear_to_srgb(diff.rgb);      diff.rgb = legacyGamma(diff.rgb); -#else -#ifndef NO_POST -    diff.rgb = toneMap(diff.rgb);  #endif -    diff.rgb = linear_to_srgb(diff.rgb); -#endif - -    vec2 tc = vary_fragcoord.xy*screen_res*4.0; -    vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); -    vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); -    diff.rgb += nz*0.003; -    //debugExposure(diff.rgb);      frag_color = max(diff, vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 07384ebe9b..32b0a1ac8e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -33,10 +33,57 @@ uniform sampler2D depthMap;  uniform vec2 screen_res;  in vec2 vary_fragcoord; +//================================= +// borrowed noise from: +//  <https://www.shadertoy.com/view/4dS3Wd> +//  By Morgan McGuire @morgan3d, http://graphicscodex.com +// +float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } + +float noise(float x) { +    float i = floor(x); +    float f = fract(x); +    float u = f * f * (3.0 - 2.0 * f); +    return mix(hash(i), hash(i + 1.0), u); +} + +float noise(vec2 x) { +    vec2 i = floor(x); +    vec2 f = fract(x); + +    // Four corners in 2D of a tile +    float a = hash(i); +    float b = hash(i + vec2(1.0, 0.0)); +    float c = hash(i + vec2(0.0, 1.0)); +    float d = hash(i + vec2(1.0, 1.0)); + +    // Simple 2D lerp using smoothstep envelope between the values. +    // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), +    //          mix(c, d, smoothstep(0.0, 1.0, f.x)), +    //          smoothstep(0.0, 1.0, f.y))); + +    // Same code, with the clamps in smoothstep and common subexpressions +    // optimized away. +    vec2 u = f * f * (3.0 - 2.0 * f); +    return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +//============================= + + +  void main()  {      vec4 diff = texture(diffuseRect, vary_fragcoord.xy); +#ifdef HAS_NOISE +    vec2 tc = vary_fragcoord.xy*screen_res*4.0; +    vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); +    vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); +    diff.rgb += nz*0.003; +#endif +      frag_color = diff;      gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl new file mode 100644 index 0000000000..c16ab2f9c4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl @@ -0,0 +1,150 @@ +/** + * @file postDeferredTonemap.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform sampler2D exposureMap; + +uniform vec2 screen_res; +in vec2 vary_fragcoord; + +vec3 linear_to_srgb(vec3 cl); + +//=============================================================== +// tone mapping taken from Khronos sample implementation +//=============================================================== + +// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT +const mat3 ACESInputMat = mat3 +( +    0.59719, 0.07600, 0.02840, +    0.35458, 0.90834, 0.13383, +    0.04823, 0.01566, 0.83777 +); + + +// ODT_SAT => XYZ => D60_2_D65 => sRGB +const mat3 ACESOutputMat = mat3 +( +    1.60475, -0.10208, -0.00327, +    -0.53108,  1.10813, -0.07276, +    -0.07367, -0.00605,  1.07602 +); + +// ACES tone map (faster approximation) +// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 toneMapACES_Narkowicz(vec3 color) +{ +    const float A = 2.51; +    const float B = 0.03; +    const float C = 2.43; +    const float D = 0.59; +    const float E = 0.14; +    return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); +} + + +// ACES filmic tone map approximation +// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +vec3 RRTAndODTFit(vec3 color) +{ +    vec3 a = color * (color + 0.0245786) - 0.000090537; +    vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; +    return a / b; +} + + +// tone mapping +vec3 toneMapACES_Hill(vec3 color) +{ +    color = ACESInputMat * color; + +    // Apply RRT and ODT +    color = RRTAndODTFit(color); + +    color = ACESOutputMat * color; + +    // Clamp to [0, 1] +    color = clamp(color, 0.0, 1.0); + +    return color; +} + +uniform float exposure; +uniform float gamma; +uniform float aces_mix; + +vec3 toneMap(vec3 color) +{ +#ifndef NO_POST +    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; + +    color *= exposure * exp_scale; + +    // mix ACES and Linear here as a compromise to avoid over-darkening legacy content +    color = mix(toneMapACES_Hill(color), color, aces_mix); +#endif + +    return color; +} + +//=============================================================== + +void debugExposure(inout vec3 color) +{ +    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; +    exp_scale *= 0.5; +    if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1) +    { +        color = vec3(1,0,0); +    } +} + +vec3 legacyGamma(vec3 color) +{ +    vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); +    c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side + +    return c; +} + +void main() +{ +    //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) +    vec4 diff = texture(diffuseRect, vary_fragcoord); + +#ifndef NO_POST +    diff.rgb = toneMap(diff.rgb); +#else +    diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0)); +#endif + +    //debugExposure(diff.rgb); +    frag_color = max(diff, vec4(0)); +} + | 
