Fix MLAA
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@ -1,7 +1,15 @@
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uniform sampler2D edgesMap;
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uniform sampler2D areaMap;
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uniform vec2 PIXEL_SIZE;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#define MAX_SEARCH_STEPS 8.0
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#define MAX_DISTANCE 33.0
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@ -16,7 +24,7 @@ out vec4 FragColor;
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* bit.
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*/
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vec4 tex2Doffset(sampler2D map, vec2 texcoord, vec2 offset) {
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return textureLod(map, texcoord + PIXEL_SIZE * offset, 0.0);
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return textureLod(map, texcoord + offset / screen, 0.0);
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}
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float SearchXLeft(vec2 texcoord) {
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@ -87,7 +95,7 @@ void main() {
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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 + uv.xyxy;
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vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) / screen.xyxy + uv.xyxy;
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float e1 = textureLod(edgesMap, coords.xy, 0.0).r;
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float e2 = textureLod(edgesMap, coords.zw, 0.0).r;
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@ -102,7 +110,7 @@ void main() {
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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 + uv.xyxy;
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vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) / screen.xyxy + uv.xyxy;
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float e1 = textureLod(edgesMap, coords.xy, 0.0).g;
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float e2 = textureLod(edgesMap, coords.zw, 0.0).g;
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@ -20,6 +20,6 @@ void main() {
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// invy.y = 1.0 - invy.y;
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uv = invy.st;
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offset[0] = invy.xyxy + screen.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
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offset[1] = invy.xyxy + screen.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
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offset[0] = invy.xyxy + vec4(-1.0, 0.0, 0.0, 1.0) / screen.xyxy;
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offset[1] = invy.xyxy + vec4( 1.0, 0.0, 0.0, -1.0) / screen.xyxy;
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}
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