Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJulian Eisel <julian@blender.org>2020-03-12 17:58:03 +0300
committerJulian Eisel <julian@blender.org>2020-03-12 17:58:03 +0300
commitb86be9b2145458037fd0b17433b7af0efa7b6472 (patch)
treef333625555402992ebb35d258f93eda1130389e6 /source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
parent00f83ec125207e90bf180b3eb7752d8cb6482a86 (diff)
parentcb6cec904fa14ce0ab10a2a53af5c936d56376cf (diff)
Merge branch 'temp-openxr-ghostxr' into temp-openxr-blenderside
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl44
1 files changed, 44 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
new file mode 100644
index 00000000000..2dea2fc4883
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
@@ -0,0 +1,44 @@
+
+uniform sampler2D edgesTex;
+uniform sampler2D areaTex;
+uniform sampler2D searchTex;
+uniform sampler2D blendTex;
+uniform sampler2D colorTex;
+uniform float mixFactor;
+uniform float taaSampleCountInv;
+
+in vec2 uvs;
+in vec2 pixcoord;
+in vec4 offset[3];
+
+#if SMAA_STAGE == 0
+out vec2 fragColor;
+#else
+out vec4 fragColor;
+#endif
+
+void main()
+{
+#if SMAA_STAGE == 0
+ /* Detect edges in color and revealage buffer. */
+ fragColor = SMAALumaEdgeDetectionPS(uvs, offset, colorTex);
+ /* Discard if there is no edge. */
+ if (dot(fragColor, float2(1.0, 1.0)) == 0.0) {
+ discard;
+ }
+
+#elif SMAA_STAGE == 1
+ fragColor = SMAABlendingWeightCalculationPS(
+ uvs, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0));
+
+#elif SMAA_STAGE == 2
+ fragColor = vec4(0.0);
+ if (mixFactor > 0.0) {
+ fragColor += SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex) * mixFactor;
+ }
+ if (mixFactor < 1.0) {
+ fragColor += texture(colorTex, uvs) * (1.0 - mixFactor);
+ }
+ fragColor *= taaSampleCountInv;
+#endif
+}