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5e58154885
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@ -1,4 +1,4 @@
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const float THRESHOLD = 0.05;
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const float THRESHOLD = 0.025;
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const float DEPTH_THRESHOLD = 0.05;
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bool diag(
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@ -9,22 +9,21 @@ bool diag(
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vec2 uv,
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const vec2 p1,
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const vec2 p2,
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const float aa_scale,
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const uvec2 src_sz
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const float aa_scale
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) {
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vec4 v1 = texelFetch(sampler2D(tex, smplr), ivec2(uv + p1 * 0.5), 0);
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vec4 v2 = texelFetch(sampler2D(tex, smplr), ivec2(uv + p2 * 0.5), 0);
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vec4 v1 = texelFetch(sampler2D(tex, smplr), ivec2(uv + vec2(p1.x, p1.y)), 0);
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vec4 v2 = texelFetch(sampler2D(tex, smplr), ivec2(uv + vec2(p2.x, p2.y)), 0);
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float d1 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p1.x, p1.y)), 0).x;
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float d2 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p2.x, p2.y)), 0).x;
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if (length((normalize(v1) - normalize(v2)).rgb) > THRESHOLD || abs(d1 - d2) > d1 * DEPTH_THRESHOLD + 3.0) {
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return false;
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if (length((v1 - v2).rb) < THRESHOLD && abs(d1 - d2) < d1 * DEPTH_THRESHOLD + 3.0) {
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vec2 dir = p2 - p1;
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vec2 lp = uv - (floor(uv + p1) + 0.5);
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dir = normalize(vec2(dir.y, -dir.x));
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float l = clamp((line_thickness - dot(lp, dir)) * aa_scale, 0.0, 1.0);
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sum = mix(sum, (v1 + v2) * 0.5, l);
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return true;
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}
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vec2 dir = p2 - p1;
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vec2 lp = uv - (floor(uv + p1) + 0.5);
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dir = normalize(vec2(dir.y, -dir.x));
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float l = clamp((line_thickness - dot(lp, dir)) * aa_scale, 0.0, 1.0);
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sum = mix(sum, (v1 + v2) * 0.5, l);
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return true;
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return false;
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}
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vec4 aa_apply(
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@ -39,26 +38,25 @@ vec4 aa_apply(
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vec2 ip = fragCoord / upscale;
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//start with nearest pixel as 'background'
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vec4 s = texelFetch(sampler2D(tex, smplr), ivec2(ip), 0);
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//vec4 s = texture(sampler2D(tex, smplr), fragCoord / resolution);
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float aa_scale = upscale.x * 0.5;
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float aa_scale = upscale.x * 1.5;
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//draw anti aliased diagonal lines of surrounding pixels as 'foreground'
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(-1, 0), vec2(0, 1), aa_scale, src_sz)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 0), vec2(1, 1), aa_scale, src_sz);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, -1), vec2(0, 1), aa_scale, src_sz);
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(-1, 0), vec2(0, 1), aa_scale)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 0), vec2(1, 1), aa_scale);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, -1), vec2(0, 1), aa_scale);
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}
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, 1), vec2(1, 0), aa_scale, src_sz)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, 1), vec2(1, -1), aa_scale, src_sz);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 1), vec2(1, 0), aa_scale, src_sz);
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, 1), vec2(1, 0), aa_scale)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, 1), vec2(1, -1), aa_scale);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 1), vec2(1, 0), aa_scale);
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}
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(1, 0), vec2(0, -1), aa_scale, src_sz)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 0), vec2(-1, -1), aa_scale, src_sz);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 1), vec2(0, -1), aa_scale, src_sz);
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(1, 0), vec2(0, -1), aa_scale)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 0), vec2(-1, -1), aa_scale);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 1), vec2(0, -1), aa_scale);
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}
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, -1), vec2(-1, 0), aa_scale, src_sz)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, -1), vec2(-1, 1), aa_scale, src_sz);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, -1), vec2(-1, 0), aa_scale, src_sz);
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if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, -1), vec2(-1, 0), aa_scale)) {
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, -1), vec2(-1, 1), aa_scale);
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diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, -1), vec2(-1, 0), aa_scale);
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}
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return s;
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@ -43,7 +43,7 @@ uniform u_locals {
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};
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#ifdef BLOOM_FACTOR
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layout(set = 1, binding = 5)
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layout(set = 1, binding = 3)
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uniform texture2D t_src_bloom;
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#endif
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