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Better sampling of noisy regions
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589f59b771
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4db88bb22c
@ -6,10 +6,12 @@ vec4 aa_apply(
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vec2 fragCoord,
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vec2 resolution
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) {
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ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1), /*ivec2(-1, -1), ivec2(-1, 1), ivec2(1, -1), ivec2(1, 1)*/ };
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ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1) };
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vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy;
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//float center_d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz), 0).x;
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float min_depth = 1000;
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float max_depth = 0;
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for (uint i = 0u; i < dirs.length(); i ++) {
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@ -19,18 +21,20 @@ vec4 aa_apply(
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}
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vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution, 1.0 + 1.0 / (min_depth * 0 + 0.001 + (max_depth - min_depth) * 500) * 0.001);
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vec4 lerped = texture(sampler2D(tex, smplr), fragCoord / screen_res.xy);
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//aa_color = lerped;
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vec4 closest = vec4(1000);
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vec4 closest = aa_color;
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float closest_dist = 1000.0;
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for (uint i = 0u; i < dirs.length(); i ++) {
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vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0);
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//float depth_at = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x;
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float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1));
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if (dist < closest_dist) {
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closest = col_at;
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closest = mix(col_at, lerped, min(length(lerped.rgb - col_at.rgb) * 0.25, 1));
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closest_dist = dist;
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}
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}
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//return texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz), 0);
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return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.25, 0, 1));
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return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.75, 0, 1));
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}
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@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#endif
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#ifndef FXAA_SPAN_MAX
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#define FXAA_SPAN_MAX 8.0
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#define FXAA_SPAN_MAX 12.0
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#endif
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//optimized version for mobile, where dependent
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