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uniform sampler2D edgesTex;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
uniform sampler2D blendTex;
uniform sampler2D colorTex;
uniform float mixFactor;
uniform float taaSampleCountInv;
in vec2 uvs;
in vec2 pixcoord;
in vec4 offset[3];
#if SMAA_STAGE == 0
out vec2 fragColor;
#else
out vec4 fragColor;
#endif
void main()
{
#if SMAA_STAGE == 0
/* Detect edges in color and revealage buffer. */
fragColor = SMAALumaEdgeDetectionPS(uvs, offset, colorTex);
/* Discard if there is no edge. */
if (dot(fragColor, float2(1.0, 1.0)) == 0.0) {
discard;
}
#elif SMAA_STAGE == 1
fragColor = SMAABlendingWeightCalculationPS(
uvs, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0));
#elif SMAA_STAGE == 2
fragColor = vec4(0.0);
if (mixFactor > 0.0) {
fragColor += SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex) * mixFactor;
}
if (mixFactor < 1.0) {
fragColor += texture(colorTex, uvs) * (1.0 - mixFactor);
}
fragColor *= taaSampleCountInv;
#endif
}
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