MLAA: Load the right shader for step 2

No wonder why it didnt work as expected before...
This commit is contained in:
Vincent Lejeune 2014-04-04 19:41:59 +02:00
parent 59cbfbab6b
commit ca214230e3
2 changed files with 7 additions and 7 deletions

View File

@ -72,7 +72,7 @@ vec2 Area(vec2 distance, float e1, float e2) {
float areaSize = MAX_DISTANCE * 5.0;
vec2 pixcoord = MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + distance;
vec2 texcoord = pixcoord / (areaSize - 1.0);
return texture2DLod(areaMap, texcoord, 0.0).ra;
return textureLod(areaMap, texcoord, 0.0).ra;
}
void main() {
@ -83,13 +83,13 @@ void main() {
if (e.g != 0.0) { // Edge at north
// Search distances to the left and to the right:
vec2 d = vec2(SearchXLeft(uv), SearchXRight(uv);
vec2 d = vec2(SearchXLeft(uv), SearchXRight(uv));
// Now fetch the crossing edges. Instead of sampling between edgels, we
// sample at 0.25, to be able to discern what value has each edgel:
vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) * PIXEL_SIZE.xyxy + uv.xyxy;
float e1 = texture2DLod(edgesMap, coords.xy, 0.0).r;
float e2 = texture2DLod(edgesMap, coords.zw, 0.0).r;
float e1 = textureLod(edgesMap, coords.xy, 0.0).r;
float e2 = textureLod(edgesMap, coords.zw, 0.0).r;
// Ok, we know how this pattern looks like, now it is time for getting
// the actual area:
@ -103,8 +103,8 @@ void main() {
// Now fetch the crossing edges (yet again):
vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) * PIXEL_SIZE.xyxy + uv.xyxy;
float e1 = texture2DLod(edgesMap, coords.xy, 0.0).g;
float e2 = texture2DLod(edgesMap, coords.zw, 0.0).g;
float e1 = textureLod(edgesMap, coords.xy, 0.0).g;
float e2 = textureLod(edgesMap, coords.zw, 0.0).g;
// Get the area for this direction:
areas.ba = Area(abs(d), e1, e2);

View File

@ -2585,7 +2585,7 @@ namespace FullScreenShader
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/mlaa_color1.frag").c_str());
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/mlaa_blend2.frag").c_str());
uniform_edgesMap = glGetUniformLocation(Program, "edgesMap");
uniform_areaMap = glGetUniformLocation(Program, "areaMap");
uniform_PIXEL_SIZE = glGetUniformLocation(Program, "PIXEL_SIZE");