107 lines
3.1 KiB
GLSL
107 lines
3.1 KiB
GLSL
uniform sampler2D edgesMap;
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uniform sampler2D areaMap;
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#define MAX_SEARCH_STEPS 8.0
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#define MAX_DISTANCE 33.0
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out vec4 FragColor;
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/**
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* This one just returns the first level of a mip map chain, which allow us to
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* avoid the nasty ddx/ddy warnings, even improving the performance a little
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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 + offset / u_screen, 0.0);
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}
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float SearchXLeft(vec2 texcoord) {
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// We compare with 0.9 to prevent bilinear access precision problems.
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float i;
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float e = 0.0;
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for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) {
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e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0)).g;
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if (e < 0.9) break;
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}
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return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
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}
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float SearchXRight(vec2 texcoord) {
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float i;
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float e = 0.0;
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for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) {
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e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0)).g;
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if (e < 0.9) break;
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}
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return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
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}
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float SearchYDown(vec2 texcoord) {
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float i;
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float e = 0.0;
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for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) {
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e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0).yx).r;
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if (e < 0.9) break;
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}
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return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
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}
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float SearchYUp(vec2 texcoord) {
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float i;
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float e = 0.0;
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for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) {
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e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0).yx).r;
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if (e < 0.9) break;
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}
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return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
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}
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vec2 Area(vec2 distance, float e1, float e2) {
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// * By dividing by areaSize - 1.0 below we are implicitely offsetting to
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// always fall inside of a pixel
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// * Rounding prevents bilinear access precision problems
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float areaSize = MAX_DISTANCE * 5.0;
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vec2 pixcoord = MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + distance;
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vec2 texcoord = pixcoord / (areaSize - 1.0);
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return textureLod(areaMap, texcoord, 0.0).ra;
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}
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void main() {
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vec4 areas = vec4(0.0);
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vec2 uv = gl_FragCoord.xy / u_screen;
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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(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) / u_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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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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areas.rg = Area(abs(d), e1, e2);
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}
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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(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) / u_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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// Get the area for this direction:
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areas.ba = Area(abs(d), e1, e2);
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}
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FragColor = areas;
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}
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