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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/intern/shaders
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_colormanagement_lib.glsl30
-rw-r--r--source/blender/draw/intern/shaders/common_fullscreen_vert.glsl11
-rw-r--r--source/blender/draw/intern/shaders/common_fxaa_lib.glsl884
-rw-r--r--source/blender/draw/intern/shaders/common_globals_lib.glsl108
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl206
-rw-r--r--source/blender/draw/intern/shaders/common_hair_refine_vert.glsl71
-rw-r--r--source/blender/draw/intern/shaders/common_smaa_lib.glsl1436
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl187
8 files changed, 2933 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl
new file mode 100644
index 00000000000..45f711296f3
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl
@@ -0,0 +1,30 @@
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_linearrgb(sampler2D tex, bool premultiplied, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * overlays still assume srgb. */
+ vec4 color = texture(tex, co);
+ /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
+ if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
+ color.rgb = color.rgb / color.a;
+ }
+ return color;
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
+{
+ vec4 color = texture_read_as_linearrgb(tex, premultiplied, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
diff --git a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
new file mode 100644
index 00000000000..8a7fb97d98c
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
@@ -0,0 +1,11 @@
+
+out vec4 uvcoordsvar;
+
+void main()
+{
+ int v = gl_VertexID % 3;
+ float x = -1.0 + float((v & 1) << 2);
+ float y = -1.0 + float((v & 2) << 1);
+ gl_Position = vec4(x, y, 1.0, 1.0);
+ uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
+}
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
new file mode 100644
index 00000000000..9eaba00988d
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
@@ -0,0 +1,884 @@
+//----------------------------------------------------------------------------------
+// File: es3-kepler\FXAA/FXAA3_11.h
+// SDK Version: v3.00
+// Email: gameworks@nvidia.com
+// Site: http://developer.nvidia.com/
+//
+// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of NVIDIA CORPORATION nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+//----------------------------------------------------------------------------------
+
+/* BLENDER MODIFICATIONS:
+ *
+ * - (#B1#) Compute luma on the fly using BT. 709 luma function
+ * - (#B2#) main function instead of #include, due to lack of
+ * ARB_shading_language_include in 3.3
+ * - (#B3#) version and extension directives
+ * - removed "FXAA Console" algorithm support and shader parameters
+ * - removed HLSL support shims
+ * - (#B4#) change luma sampling to compute, not use A channel
+ * (this also removes GATHER4_ALPHA support)
+ * - removed all the console shaders (only remaining algorithm is "FXAA PC
+ * Quality")
+ *
+ * Note that this file doesn't follow the coding style guidelines.
+ */
+
+/*============================================================================
+ FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+//
+// Choose the quality preset.
+// This needs to be compiled into the shader as it effects code.
+// Best option to include multiple presets is to
+// in each shader define the preset, then include this file.
+//
+// OPTIONS
+// -----------------------------------------------------------------------
+// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+// 39 - no dither, very expensive
+//
+// NOTES
+// -----------------------------------------------------------------------
+// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+// 13 = about same speed as FXAA 3.9 and better than 12
+// 23 = closest to FXAA 3.9 visually and performance wise
+// _ = the lowest digit is directly related to performance
+// _ = the highest digit is directly related to style
+//
+# define FXAA_QUALITY__PRESET 12
+#endif
+
+/*============================================================================
+
+ FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+ FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+# define FXAA_QUALITY__PS 3
+# define FXAA_QUALITY__P0 1.5
+# define FXAA_QUALITY__P1 3.0
+# define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+# define FXAA_QUALITY__PS 4
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 3.0
+# define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+# define FXAA_QUALITY__PS 5
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 4.0
+# define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+# define FXAA_QUALITY__PS 6
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 4.0
+# define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+# define FXAA_QUALITY__PS 7
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 4.0
+# define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+# define FXAA_QUALITY__PS 8
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 4.0
+# define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+# define FXAA_QUALITY__PS 3
+# define FXAA_QUALITY__P0 1.5
+# define FXAA_QUALITY__P1 2.0
+# define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+# define FXAA_QUALITY__PS 4
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+# define FXAA_QUALITY__PS 5
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+# define FXAA_QUALITY__PS 6
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+# define FXAA_QUALITY__PS 7
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 3.0
+# define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+# define FXAA_QUALITY__PS 8
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 4.0
+# define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+# define FXAA_QUALITY__PS 9
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 2.0
+# define FXAA_QUALITY__P7 4.0
+# define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+# define FXAA_QUALITY__PS 10
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 2.0
+# define FXAA_QUALITY__P7 2.0
+# define FXAA_QUALITY__P8 4.0
+# define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+# define FXAA_QUALITY__PS 11
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 2.0
+# define FXAA_QUALITY__P7 2.0
+# define FXAA_QUALITY__P8 2.0
+# define FXAA_QUALITY__P9 4.0
+# define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+# define FXAA_QUALITY__PS 12
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.5
+# define FXAA_QUALITY__P2 2.0
+# define FXAA_QUALITY__P3 2.0
+# define FXAA_QUALITY__P4 2.0
+# define FXAA_QUALITY__P5 2.0
+# define FXAA_QUALITY__P6 2.0
+# define FXAA_QUALITY__P7 2.0
+# define FXAA_QUALITY__P8 2.0
+# define FXAA_QUALITY__P9 2.0
+# define FXAA_QUALITY__P10 4.0
+# define FXAA_QUALITY__P11 8.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+# define FXAA_QUALITY__PS 12
+# define FXAA_QUALITY__P0 1.0
+# define FXAA_QUALITY__P1 1.0
+# define FXAA_QUALITY__P2 1.0
+# define FXAA_QUALITY__P3 1.0
+# define FXAA_QUALITY__P4 1.0
+# define FXAA_QUALITY__P5 1.5
+# define FXAA_QUALITY__P6 2.0
+# define FXAA_QUALITY__P7 2.0
+# define FXAA_QUALITY__P8 2.0
+# define FXAA_QUALITY__P9 2.0
+# define FXAA_QUALITY__P10 4.0
+# define FXAA_QUALITY__P11 8.0
+#endif
+
+#define FxaaSat(x) clamp(x, 0.0, 1.0)
+
+#ifdef FXAA_ALPHA
+
+# define FxaaTexTop(t, p) textureLod(t, p, 0.0).aaaa
+# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o).aaaa
+# define FxaaLuma(rgba) rgba.a
+
+#else
+
+# define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+
+/* (#B1#) */
+float FxaaLuma(vec4 rgba)
+{
+ // note: sqrt because the sampled colors are in a linear colorspace!
+ // this approximates a perceptual conversion, which is good enough for the
+ // algorithm
+ return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
+}
+
+#endif
+
+/*============================================================================
+
+ FXAA3 QUALITY - PC
+
+============================================================================*/
+/*--------------------------------------------------------------------------*/
+vec4 FxaaPixelShader(
+ //
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy} = center of pixel
+ vec2 pos,
+ //
+ // Input color texture.
+ // {rgb_} = color in linear or perceptual color space
+ sampler2D tex,
+ //
+ // Only used on FXAA Quality.
+ // This must be from a constant/uniform.
+ // {x_} = 1.0/screenWidthInPixels
+ // {_y} = 1.0/screenHeightInPixels
+ vec2 fxaaQualityRcpFrame,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__SUBPIX define.
+ // It is here now to allow easier tuning.
+ // Choose the amount of sub-pixel aliasing removal.
+ // This can effect sharpness.
+ // 1.00 - upper limit (softer)
+ // 0.75 - default amount of filtering
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+ // 0.25 - almost off
+ // 0.00 - completely off
+ float fxaaQualitySubpix,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // The minimum amount of local contrast required to apply algorithm.
+ // 0.333 - too little (faster)
+ // 0.250 - low quality
+ // 0.166 - default
+ // 0.125 - high quality
+ // 0.063 - overkill (slower)
+ float fxaaQualityEdgeThreshold,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
+ // 0.0625 - high quality (faster)
+ // 0.0312 - visible limit (slower)
+ float fxaaQualityEdgeThresholdMin)
+{
+ /*--------------------------------------------------------------------------*/
+ vec2 posM;
+ posM.x = pos.x;
+ posM.y = pos.y;
+ vec4 rgbyM = FxaaTexTop(tex, posM);
+ float lumaM = FxaaLuma(rgbyM); // (#B4#)
+ float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, 1), fxaaQualityRcpFrame.xy));
+ float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 0), fxaaQualityRcpFrame.xy));
+ float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, -1), fxaaQualityRcpFrame.xy));
+ float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
+ /*--------------------------------------------------------------------------*/
+ float maxSM = max(lumaS, lumaM);
+ float minSM = min(lumaS, lumaM);
+ float maxESM = max(lumaE, maxSM);
+ float minESM = min(lumaE, minSM);
+ float maxWN = max(lumaN, lumaW);
+ float minWN = min(lumaN, lumaW);
+ float rangeMax = max(maxWN, maxESM);
+ float rangeMin = min(minWN, minESM);
+ float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+ float range = rangeMax - rangeMin;
+ float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+ bool earlyExit = range < rangeMaxClamped;
+ /*--------------------------------------------------------------------------*/
+ if (earlyExit) {
+ return rgbyM;
+ }
+ /*--------------------------------------------------------------------------*/
+ float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, -1), fxaaQualityRcpFrame.xy));
+ float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 1), fxaaQualityRcpFrame.xy));
+ float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, -1), fxaaQualityRcpFrame.xy));
+ float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
+ /*--------------------------------------------------------------------------*/
+ float lumaNS = lumaN + lumaS;
+ float lumaWE = lumaW + lumaE;
+ float subpixRcpRange = 1.0 / range;
+ float subpixNSWE = lumaNS + lumaWE;
+ float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+ float edgeVert1 = (-2.0 * lumaM) + lumaWE;
+ /*--------------------------------------------------------------------------*/
+ float lumaNESE = lumaNE + lumaSE;
+ float lumaNWNE = lumaNW + lumaNE;
+ float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+ float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+ /*--------------------------------------------------------------------------*/
+ float lumaNWSW = lumaNW + lumaSW;
+ float lumaSWSE = lumaSW + lumaSE;
+ float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+ float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+ float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+ float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+ float edgeHorz = abs(edgeHorz3) + edgeHorz4;
+ float edgeVert = abs(edgeVert3) + edgeVert4;
+ /*--------------------------------------------------------------------------*/
+ float subpixNWSWNESE = lumaNWSW + lumaNESE;
+ float lengthSign = fxaaQualityRcpFrame.x;
+ bool horzSpan = edgeHorz >= edgeVert;
+ float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+ /*--------------------------------------------------------------------------*/
+ if (!horzSpan) {
+ lumaN = lumaW;
+ }
+ if (!horzSpan) {
+ lumaS = lumaE;
+ }
+ if (horzSpan) {
+ lengthSign = fxaaQualityRcpFrame.y;
+ }
+ float subpixB = (subpixA * (1.0 / 12.0)) - lumaM;
+ /*--------------------------------------------------------------------------*/
+ float gradientN = lumaN - lumaM;
+ float gradientS = lumaS - lumaM;
+ float lumaNN = lumaN + lumaM;
+ float lumaSS = lumaS + lumaM;
+ bool pairN = abs(gradientN) >= abs(gradientS);
+ float gradient = max(abs(gradientN), abs(gradientS));
+ if (pairN) {
+ lengthSign = -lengthSign;
+ }
+ float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+ /*--------------------------------------------------------------------------*/
+ vec2 posB;
+ posB.x = posM.x;
+ posB.y = posM.y;
+ vec2 offNP;
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+ offNP.y = (horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+ if (!horzSpan) {
+ posB.x += lengthSign * 0.5;
+ }
+ if (horzSpan) {
+ posB.y += lengthSign * 0.5;
+ }
+ /*--------------------------------------------------------------------------*/
+ vec2 posN;
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+ vec2 posP;
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+ float subpixD = ((-2.0) * subpixC) + 3.0;
+ float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+ float subpixE = subpixC * subpixC;
+ float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+ /*--------------------------------------------------------------------------*/
+ if (!pairN) {
+ lumaNN = lumaSS;
+ }
+ float gradientScaled = gradient * 1.0 / 4.0;
+ float lumaMM = lumaM - lumaNN * 0.5;
+ float subpixF = subpixD * subpixE;
+ bool lumaMLTZero = lumaMM < 0.0;
+ /*--------------------------------------------------------------------------*/
+ lumaEndN -= lumaNN * 0.5;
+ lumaEndP -= lumaNN * 0.5;
+ bool doneN = abs(lumaEndN) >= gradientScaled;
+ bool doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P1;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P1;
+ }
+ bool doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P1;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P1;
+ }
+ /*--------------------------------------------------------------------------*/
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P2;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P2;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P2;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P2;
+ }
+ /*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PS > 3)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P3;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P3;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P3;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P3;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 4)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P4;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P4;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P4;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P4;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 5)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P5;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P5;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P5;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P5;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 6)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P6;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P6;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P6;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P6;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 7)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P7;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P7;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P7;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P7;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 8)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P8;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P8;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P8;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P8;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 9)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P9;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P9;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P9;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P9;
+ }
+ /*--------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 10)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P10;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P10;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P10;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P10;
+ }
+ /*-------------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 11)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P11;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P11;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P11;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P11;
+ }
+ /*-----------------------------------------------------------------------*/
+# if (FXAA_QUALITY__PS > 12)
+ if (doneNP) {
+ if (!doneN) {
+ lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ }
+ if (!doneP) {
+ lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ }
+ if (!doneN) {
+ lumaEndN = lumaEndN - lumaNN * 0.5;
+ }
+ if (!doneP) {
+ lumaEndP = lumaEndP - lumaNN * 0.5;
+ }
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if (!doneN) {
+ posN.x -= offNP.x * FXAA_QUALITY__P12;
+ }
+ if (!doneN) {
+ posN.y -= offNP.y * FXAA_QUALITY__P12;
+ }
+ doneNP = (!doneN) || (!doneP);
+ if (!doneP) {
+ posP.x += offNP.x * FXAA_QUALITY__P12;
+ }
+ if (!doneP) {
+ posP.y += offNP.y * FXAA_QUALITY__P12;
+ }
+ /*-----------------------------------------------------------------------*/
+ }
+# endif
+ /*-------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+# endif
+ /*--------------------------------------------------------------------------*/
+ }
+#endif
+ /*--------------------------------------------------------------------------*/
+ }
+ /*--------------------------------------------------------------------------*/
+ float dstN = posM.x - posN.x;
+ float dstP = posP.x - posM.x;
+ if (!horzSpan) {
+ dstN = posM.y - posN.y;
+ }
+ if (!horzSpan) {
+ dstP = posP.y - posM.y;
+ }
+ /*--------------------------------------------------------------------------*/
+ bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+ float spanLength = (dstP + dstN);
+ bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+ float spanLengthRcp = 1.0 / spanLength;
+ /*--------------------------------------------------------------------------*/
+ bool directionN = dstN < dstP;
+ float dst = min(dstN, dstP);
+ bool goodSpan = directionN ? goodSpanN : goodSpanP;
+ float subpixG = subpixF * subpixF;
+ float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+ float subpixH = subpixG * fxaaQualitySubpix;
+ /*--------------------------------------------------------------------------*/
+ float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+ float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+ if (!horzSpan) {
+ posM.x += pixelOffsetSubpix * lengthSign;
+ }
+ if (horzSpan) {
+ posM.y += pixelOffsetSubpix * lengthSign;
+ }
+ return FxaaTexTop(tex, posM);
+}
+/*==========================================================================*/
diff --git a/source/blender/draw/intern/shaders/common_globals_lib.glsl b/source/blender/draw/intern/shaders/common_globals_lib.glsl
new file mode 100644
index 00000000000..151932a3b47
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl
@@ -0,0 +1,108 @@
+#define COMMON_GLOBALS_LIB
+
+/* keep in sync with GlobalsUboStorage */
+layout(std140) uniform globalsBlock
+{
+ vec4 colorWire;
+ vec4 colorWireEdit;
+ vec4 colorActive;
+ vec4 colorSelect;
+ vec4 colorDupliSelect;
+ vec4 colorDupli;
+ vec4 colorLibrarySelect;
+ vec4 colorLibrary;
+ vec4 colorTransform;
+ vec4 colorLight;
+ vec4 colorSpeaker;
+ vec4 colorCamera;
+ vec4 colorCameraPath;
+ vec4 colorEmpty;
+ vec4 colorVertex;
+ vec4 colorVertexSelect;
+ vec4 colorVertexUnreferenced;
+ vec4 colorVertexMissingData;
+ vec4 colorEditMeshActive;
+ vec4 colorEdgeSelect;
+ vec4 colorEdgeSeam;
+ vec4 colorEdgeSharp;
+ vec4 colorEdgeCrease;
+ vec4 colorEdgeBWeight;
+ vec4 colorEdgeFaceSelect;
+ vec4 colorEdgeFreestyle;
+ vec4 colorFace;
+ vec4 colorFaceSelect;
+ vec4 colorFaceFreestyle;
+ vec4 colorNormal;
+ vec4 colorVNormal;
+ vec4 colorLNormal;
+ vec4 colorFaceDot;
+ vec4 colorSkinRoot;
+ vec4 colorDeselect;
+ vec4 colorOutline;
+ vec4 colorLightNoAlpha;
+
+ vec4 colorBackground;
+ vec4 colorEditMeshMiddle;
+
+ vec4 colorHandleFree;
+ vec4 colorHandleAuto;
+ vec4 colorHandleVect;
+ vec4 colorHandleAlign;
+ vec4 colorHandleAutoclamp;
+ vec4 colorHandleSelFree;
+ vec4 colorHandleSelAuto;
+ vec4 colorHandleSelVect;
+ vec4 colorHandleSelAlign;
+ vec4 colorHandleSelAutoclamp;
+ vec4 colorNurbUline;
+ vec4 colorNurbVline;
+ vec4 colorNurbSelUline;
+ vec4 colorNurbSelVline;
+ vec4 colorActiveSpline;
+
+ vec4 colorBonePose;
+
+ vec4 colorCurrentFrame;
+
+ vec4 colorGrid;
+ vec4 colorGridEmphasise;
+ vec4 colorGridAxisX;
+ vec4 colorGridAxisY;
+ vec4 colorGridAxisZ;
+
+ vec4 screenVecs[2];
+ vec4 sizeViewport; /* Inverted size in zw. */
+
+ float sizePixel; /* This one is for dpi scalling */
+ float pixelFac; /* To use with mul_project_m4_v3_zfac() */
+ float sizeObjectCenter;
+ float sizeLightCenter;
+ float sizeLightCircle;
+ float sizeLightCircleShadow;
+ float sizeVertex;
+ float sizeEdge;
+ float sizeEdgeFix;
+ float sizeFaceDot;
+
+ float pad_globalsBlock;
+};
+
+#define sizeViewportInv (sizeViewport.zw)
+
+/* data[0] (1st byte flags) */
+#define FACE_ACTIVE (1 << 0)
+#define FACE_SELECTED (1 << 1)
+#define FACE_FREESTYLE (1 << 2)
+#define VERT_UV_SELECT (1 << 3)
+#define VERT_UV_PINNED (1 << 4)
+#define EDGE_UV_SELECT (1 << 5)
+#define FACE_UV_ACTIVE (1 << 6)
+#define FACE_UV_SELECT (1 << 7)
+/* data[1] (2st byte flags) */
+#define VERT_ACTIVE (1 << 0)
+#define VERT_SELECTED (1 << 1)
+#define EDGE_ACTIVE (1 << 2)
+#define EDGE_SELECTED (1 << 3)
+#define EDGE_SEAM (1 << 4)
+#define EDGE_SHARP (1 << 5)
+#define EDGE_FREESTYLE (1 << 6)
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
new file mode 100644
index 00000000000..cbcdc947bc7
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -0,0 +1,206 @@
+/**
+ * Library to create hairs dynamically from control points.
+ * This is less bandwidth intensive than fetching the vertex attributes
+ * but does more ALU work per vertex. This also reduces the amount
+ * of data the CPU has to precompute and transfer for each update.
+ */
+
+/**
+ * hairStrandsRes: Number of points per hair strand.
+ * 2 - no subdivision
+ * 3+ - 1 or more interpolated points per hair.
+ */
+uniform int hairStrandsRes = 8;
+
+/**
+ * hairThicknessRes : Subdiv around the hair.
+ * 1 - Wire Hair: Only one pixel thick, independent of view distance.
+ * 2 - Polystrip Hair: Correct width, flat if camera is parallel.
+ * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
+ */
+uniform int hairThicknessRes = 1;
+
+/* Hair thickness shape. */
+uniform float hairRadRoot = 0.01;
+uniform float hairRadTip = 0.0;
+uniform float hairRadShape = 0.5;
+uniform bool hairCloseTip = true;
+
+uniform mat4 hairDupliMatrix;
+
+/* -- Per control points -- */
+uniform samplerBuffer hairPointBuffer; /* RGBA32F */
+#define point_position xyz
+#define point_time w /* Position along the hair length */
+
+/* -- Per strands data -- */
+uniform usamplerBuffer hairStrandBuffer; /* R32UI */
+uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
+
+/* Not used, use one buffer per uv layer */
+// uniform samplerBuffer hairUVBuffer; /* RG32F */
+// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
+
+/* -- Subdivision stage -- */
+/**
+ * We use a transform feedback to preprocess the strands and add more subdivision to it.
+ * For the moment these are simple smooth interpolation but one could hope to see the full
+ * children particle modifiers being evaluated at this stage.
+ *
+ * If no more subdivision is needed, we can skip this step.
+ */
+
+#ifdef HAIR_PHASE_SUBDIV
+int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
+{
+ float time_per_strand_seg = 1.0 / float(strand_segments);
+
+ float ratio = local_time / time_per_strand_seg;
+ interp_time = fract(ratio);
+
+ return int(ratio);
+}
+
+void hair_get_interp_attrs(
+ out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
+{
+ float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
+
+ int hair_id = gl_VertexID / hairStrandsRes;
+ int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
+ int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
+
+ int id = hair_get_base_id(local_time, strand_segments, interp_time);
+
+ int ofs_id = id + strand_offset;
+
+ data0 = texelFetch(hairPointBuffer, ofs_id - 1);
+ data1 = texelFetch(hairPointBuffer, ofs_id);
+ data2 = texelFetch(hairPointBuffer, ofs_id + 1);
+ data3 = texelFetch(hairPointBuffer, ofs_id + 2);
+
+ if (id <= 0) {
+ /* root points. Need to reconstruct previous data. */
+ data0 = data1 * 2.0 - data2;
+ }
+ if (id + 1 >= strand_segments) {
+ /* tip points. Need to reconstruct next data. */
+ data3 = data2 * 2.0 - data1;
+ }
+}
+#endif
+
+/* -- Drawing stage -- */
+/**
+ * For final drawing, the vertex index and the number of vertex per segment
+ */
+
+#ifndef HAIR_PHASE_SUBDIV
+int hair_get_strand_id(void)
+{
+ return gl_VertexID / (hairStrandsRes * hairThicknessRes);
+}
+
+int hair_get_base_id(void)
+{
+ return gl_VertexID / hairThicknessRes;
+}
+
+/* Copied from cycles. */
+float hair_shaperadius(float shape, float root, float tip, float time)
+{
+ float radius = 1.0 - time;
+
+ if (shape < 0.0) {
+ radius = pow(radius, 1.0 + shape);
+ }
+ else {
+ radius = pow(radius, 1.0 / (1.0 - shape));
+ }
+
+ if (hairCloseTip && (time > 0.99)) {
+ return 0.0;
+ }
+
+ return (radius * (root - tip)) + tip;
+}
+
+# ifdef OS_MAC
+in float dummy;
+# endif
+
+void hair_get_pos_tan_binor_time(bool is_persp,
+ mat4 invmodel_mat,
+ vec3 camera_pos,
+ vec3 camera_z,
+ out vec3 wpos,
+ out vec3 wtan,
+ out vec3 wbinor,
+ out float time,
+ out float thickness,
+ out float thick_time)
+{
+ int id = hair_get_base_id();
+ vec4 data = texelFetch(hairPointBuffer, id);
+ wpos = data.point_position;
+ time = data.point_time;
+
+# ifdef OS_MAC
+ /* Generate a dummy read to avoid the driver bug with shaders having no
+ * vertex reads on macOS (T60171) */
+ wpos.y += dummy * 0.0;
+# endif
+
+ if (time == 0.0) {
+ /* Hair root */
+ wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
+ }
+ else {
+ wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
+ }
+
+ wpos = (hairDupliMatrix * vec4(wpos, 1.0)).xyz;
+ wtan = -normalize(mat3(hairDupliMatrix) * wtan);
+
+ vec3 camera_vec = (is_persp) ? camera_pos - wpos : camera_z;
+ wbinor = normalize(cross(camera_vec, wtan));
+
+ thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
+
+ if (hairThicknessRes > 1) {
+ thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
+ thick_time = thickness * (thick_time * 2.0 - 1.0);
+
+ /* Take object scale into account.
+ * NOTE: This only works fine with uniform scaling. */
+ float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
+
+ wpos += wbinor * thick_time * scale;
+ }
+}
+
+vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rg;
+}
+
+vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rgb;
+}
+
+vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rgba;
+}
+
+vec3 hair_get_strand_pos(void)
+{
+ int id = hair_get_strand_id() * hairStrandsRes;
+ return texelFetch(hairPointBuffer, id).point_position;
+}
+
+#endif
diff --git a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl
new file mode 100644
index 00000000000..3f5e3f8226f
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl
@@ -0,0 +1,71 @@
+
+/* To be compiled with common_hair_lib.glsl */
+
+out vec4 finalColor;
+
+vec4 get_weights_cardinal(float t)
+{
+ float t2 = t * t;
+ float t3 = t2 * t;
+#if defined(CARDINAL)
+ float fc = 0.71;
+#else /* defined(CATMULL_ROM) */
+ float fc = 0.5;
+#endif
+
+ vec4 weights;
+ /* GLSL Optimized version of key_curve_position_weights() */
+ float fct = t * fc;
+ float fct2 = t2 * fc;
+ float fct3 = t3 * fc;
+ weights.x = (fct2 * 2.0 - fct3) - fct;
+ weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
+ weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
+ weights.w = fct3 - fct2;
+ return weights;
+}
+
+/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
+vec4 get_weights_bspline(float t)
+{
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ vec4 weights;
+ /* GLSL Optimized version of key_curve_position_weights() */
+ weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
+ weights.y = (0.5 * t3 - t2 + 0.66666666);
+ weights.w = (0.16666666 * t3);
+ return weights;
+}
+
+vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
+{
+ return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
+}
+
+#ifdef TF_WORKAROUND
+uniform int targetWidth;
+uniform int targetHeight;
+uniform int idOffset;
+#endif
+
+void main(void)
+{
+ float interp_time;
+ vec4 data0, data1, data2, data3;
+ hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
+
+ vec4 weights = get_weights_cardinal(interp_time);
+ finalColor = interp_data(data0, data1, data2, data3, weights);
+
+#ifdef TF_WORKAROUND
+ int id = gl_VertexID - idOffset;
+ gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0;
+ gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0;
+ gl_Position.z = 0.0;
+ gl_Position.w = 1.0;
+
+ gl_PointSize = 1.0;
+#endif
+}
diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
new file mode 100644
index 00000000000..09b573d4bb5
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
@@ -0,0 +1,1436 @@
+/**
+ * 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_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 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)
+# 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)
+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_3) || defined(SMAA_GLSL_4)
+# define SMAATexture2D(tex) sampler2D tex
+# define SMAATexturePass2D(tex) tex
+# 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) texture(tex, coord, offset)
+# 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
+# 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_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
+
+//-----------------------------------------------------------------------------
+// Misc functions
+
+/**
+ * Gathers current pixel, and the top-left neighbors.
+ */
+float3 SMAAGatherNeighbours(float2 texcoord, float4 offset[3], SMAATexture2D(tex))
+{
+#ifdef SMAAGather
+ return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
+#else
+ 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);
+}
+
+/**
+ * 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, -1.0), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
+ offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -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, -0.125, 1.25, -0.125), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 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, -2.0, 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, 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:
+ float4 weights = float4(0.2126 * 0.5, 0.7152 * 0.5, 0.0722 * 0.5, 0.5);
+ float L = dot(SMAASamplePoint(colorTex, texcoord).rgba, weights);
+
+ float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgba, weights);
+ float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgba, 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).rgba, weights);
+ float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgba, 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).rgba, weights);
+ float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgba, 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:
+# if !defined(SHADER_API_OPENGL)
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+# endif
+
+ 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:
+# if !defined(SHADER_API_OPENGL)
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+# endif
+
+ 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)
+{
+ 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)
+{
+ 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;
+
+ // 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, d.x, d.y, -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, -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, -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;
+
+ // Lookup the search texture:
+ return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
+}
+
+/**
+ * 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 (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, 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, offset, texcoord.y);
+}
+
+float SMAASearchYDown(SMAATexture2D(edgesTex),
+ SMAATexture2D(searchTex),
+ float2 texcoord,
+ float end)
+{
+ float2 e = float2(1.0, 0.0);
+ while (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, 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, 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);
+
+ // 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, 1)).r;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -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, 1)).g;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 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, 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, a.y, 0.0, 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/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
new file mode 100644
index 00000000000..1a28a307163
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -0,0 +1,187 @@
+#define COMMON_VIEW_LIB
+#define DRW_RESOURCE_CHUNK_LEN 512
+
+/* keep in sync with DRWManager.view_data */
+layout(std140) uniform viewBlock
+{
+ /* Same order as DRWViewportMatrixType */
+ mat4 ViewProjectionMatrix;
+ mat4 ViewProjectionMatrixInverse;
+ mat4 ViewMatrix;
+ mat4 ViewMatrixInverse;
+ mat4 ProjectionMatrix;
+ mat4 ProjectionMatrixInverse;
+
+ vec4 clipPlanes[6];
+
+ /* TODO move it elsewhere. */
+ vec4 CameraTexCoFactors;
+};
+
+#ifdef world_clip_planes_calc_clip_distance
+# undef world_clip_planes_calc_clip_distance
+# define world_clip_planes_calc_clip_distance(p) \
+ _world_clip_planes_calc_clip_distance(p, clipPlanes)
+#endif
+
+#ifdef COMMON_GLOBALS_LIB
+float mul_project_m4_v3_zfac(in vec3 co)
+{
+ return pixelFac * ((ViewProjectionMatrix[0][3] * co.x) + (ViewProjectionMatrix[1][3] * co.y) +
+ (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]);
+}
+#endif
+
+/* Not the right place but need to be common to all overlay's.
+ * TODO Split to an overlay lib. */
+mat4 extract_matrix_packed_data(mat4 mat, out vec4 dataA, out vec4 dataB)
+{
+ const float div = 1.0 / 255.0;
+ int a = int(mat[0][3]);
+ int b = int(mat[1][3]);
+ int c = int(mat[2][3]);
+ int d = int(mat[3][3]);
+ dataA = vec4(a & 0xFF, a >> 8, b & 0xFF, b >> 8) * div;
+ dataB = vec4(c & 0xFF, c >> 8, d & 0xFF, d >> 8) * div;
+ mat[0][3] = mat[1][3] = mat[2][3] = 0.0;
+ mat[3][3] = 1.0;
+ return mat;
+}
+
+/* Same here, Not the right place but need to be common to all overlay's.
+ * TODO Split to an overlay lib. */
+/* edge_start and edge_pos needs to be in the range [0..sizeViewport]. */
+vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
+{
+ vec2 edge = edge_start - edge_pos;
+ float len = length(edge);
+ if (len > 0.0) {
+ edge /= len;
+ vec2 perp = vec2(-edge.y, edge.x);
+ float dist = dot(perp, frag_co - edge_start);
+ /* Add 0.1 to diffenrentiate with cleared pixels. */
+ return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 0.0);
+ }
+ else {
+ /* Default line if the origin is perfectly aligned with a pixel. */
+ return vec4(1.0, 0.0, 0.5 + 0.1, 0.0);
+ }
+}
+
+uniform int resourceChunk;
+
+#ifdef GPU_VERTEX_SHADER
+# ifdef GL_ARB_shader_draw_parameters
+# define baseInstance gl_BaseInstanceARB
+# else /* no ARB_shader_draw_parameters */
+uniform int baseInstance;
+# endif
+
+# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTRIB)
+/* When drawing instances of an object at the same position. */
+# define instanceId 0
+# elif defined(GPU_DEPRECATED_AMD_DRIVER)
+/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
+ * the gl_InstanceID is incremented by the 2 bit component of the attrib.
+ * Ignore gl_InstanceID then. */
+# define instanceId 0
+# else
+# define instanceId gl_InstanceID
+# endif
+
+# define resource_id (baseInstance + instanceId)
+
+/* Use this to declare and pass the value if
+ * the fragment shader uses the resource_id. */
+# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
+# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
+#endif
+
+/* If used in a fragment / geometry shader, we pass
+ * resource_id as varying. */
+#ifdef GPU_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING \
+ flat out int resourceIDFrag; \
+ flat in int resourceIDGeom[];
+
+# define resource_id resourceIDGeom
+# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
+#endif
+
+#ifdef GPU_FRAGMENT_SHADER
+flat in int resourceIDFrag;
+# define resource_id resourceIDFrag
+#endif
+
+#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && \
+ !defined(INSTANCED_ATTRIB)
+struct ObjectMatrices {
+ mat4 drw_modelMatrix;
+ mat4 drw_modelMatrixInverse;
+};
+
+layout(std140) uniform modelBlock
+{
+ ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
+};
+
+# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
+# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+
+#else /* GPU_INTEL */
+/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
+ * So for now we just force using the legacy path. */
+/* Note that this is also a workaround of a problem on osx (amd or nvidia)
+ * and older amd driver on windows. */
+uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+#endif
+
+#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
+
+/** Transform shortcuts. */
+/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace
+ * will always be decomposed in at least 2 matrix operation. */
+
+/**
+ * Some clarification:
+ * Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
+ *
+ * But since it is slow to multiply matrices we decompose it. Decomposing
+ * inversion and transposition both invert the product order leaving us with
+ * the same original order:
+ * transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
+ *
+ * Knowing that the view matrix is orthogonal, the transpose is also the inverse.
+ * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
+ * ViewMatrix * transpose(ModelMatrixInverse)
+ **/
+#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
+#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
+#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
+#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
+
+#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
+#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
+#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
+#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
+#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
+#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
+#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
+#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
+#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
+
+/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
+ * to make vertex shaders work. even if it's actually dead code. */
+#ifdef GPU_INTEL
+# define GPU_INTEL_VERTEX_SHADER_WORKAROUND gl_Position.x = float(gl_VertexID);
+#else
+# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
+#endif
+
+#define DRW_BASE_SELECTED (1 << 1)
+#define DRW_BASE_FROM_DUPLI (1 << 2)
+#define DRW_BASE_FROM_SET (1 << 3)
+#define DRW_BASE_ACTIVE (1 << 4)