Some port fixes for MLAA
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@ -6,6 +6,8 @@ uniform vec2 PIXEL_SIZE;
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#define MAX_SEARCH_STEPS 8.0
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#define MAX_DISTANCE 33.0
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in vec2 uv;
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out vec4 FragColor;
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/**
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@ -76,16 +78,16 @@ vec2 Area(vec2 distance, float e1, float e2) {
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void main() {
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vec4 areas = vec4(0.0);
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vec2 e = texture(edgesMap, gl_TexCoord[0].xy).rg;
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vec2 e = texture(edgesMap, uv).rg;
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if (e.g != 0.0) { // Edge at north
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// Search distances to the left and to the right:
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vec2 d = vec2(SearchXLeft(gl_TexCoord[0].xy), SearchXRight(gl_TexCoord[0].xy));
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vec2 d = vec2(SearchXLeft(uv), SearchXRight(uv);
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// Now fetch the crossing edges. Instead of sampling between edgels, we
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// sample at 0.25, to be able to discern what value has each edgel:
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vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) * PIXEL_SIZE.xyxy + gl_TexCoord[0].xyxy;
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vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) * PIXEL_SIZE.xyxy + uv.xyxy;
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float e1 = texture2DLod(edgesMap, coords.xy, 0.0).r;
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float e2 = texture2DLod(edgesMap, coords.zw, 0.0).r;
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@ -97,10 +99,10 @@ void main() {
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if (e.r != 0.0) { // Edge at west
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// Search distances to the top and to the bottom:
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vec2 d = vec2(SearchYUp(gl_TexCoord[0].xy), SearchYDown(gl_TexCoord[0].xy));
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vec2 d = vec2(SearchYUp(uv), SearchYDown(uv));
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// Now fetch the crossing edges (yet again):
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vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) * PIXEL_SIZE.xyxy + gl_TexCoord[0].xyxy;
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vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) * PIXEL_SIZE.xyxy + uv.xyxy;
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float e1 = texture2DLod(edgesMap, coords.xy, 0.0).g;
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float e2 = texture2DLod(edgesMap, coords.zw, 0.0).g;
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@ -22,8 +22,8 @@ void main() {
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vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom));
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vec4 edges = step(vec4(threshold), delta);
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// if (dot(edges, vec4(1.0)) == 0.0)
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// discard;
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if (dot(edges, vec4(1.0)) == 0.0)
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discard;
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FragColor = edges;
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}
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