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113 lines
4.2 KiB
Plaintext
113 lines
4.2 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/Features/SrgSemantics.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
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struct VSOutputSMAAEdgeDetection
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{
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float4 m_position : SV_Position;
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float2 m_texCoord : TEXCOORD0;
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float4 m_offset[3] : TEXCOORD1;
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};
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ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
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{
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Texture2D<float4> m_framebuffer;
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Texture2D<float4> m_depthTexture;
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// Information for render target.
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// x = 1.0 / width
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// y = 1.0 / height
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// z = width
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// w = height
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float4 m_renderTargetMetrics;
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// This is a threshold value for edge detection sensitivity. For details please check comment related to SMAA_THRESHOLD in SMAA.azsli.
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float m_chromaThreshold;
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// This is a threshold value for depth edge detection sensitivity. For details please check comment related to SMAA_DEPTH_THRESHOLD in SMAA.azsli.
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float m_depthThreshold;
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// This is a tweak value for the local contrast adaptation feature. For details please check comment related to SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR in SMAA.azsli.
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float m_localContrastAdaptationFactor;
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// This is a threshold value for predication feature. For details please check comment related to SMAA_PREDICATION_THRESHOLD in SMAA.azsli.
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float m_predicationThreshold;
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// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_SCALE in SMAA.azsli.
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float m_predicationScale;
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// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_STRENGTH in SMAA.azsli.
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float m_predicationStrength;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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Sampler PointSampler
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{
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MinFilter = Point;
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MagFilter = Point;
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MipFilter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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}
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// Option shader variable to enable predication feature. This option value will be used instead of SMAA_PREDICATION define in SMAA.azsli.
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option bool o_enablePredicationFeature = false;
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// Option shader variable for the edge detection mode.
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option enum class EdgeDetectionMode { Depth, Luma, Color } o_edgeDetectionMode = EdgeDetectionMode::Color;
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// This macro being defined before being included in SMAA.azsli, we can control which function is enabled in SMAA.azsli
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// This macro is intended to enable the edge detection functions only.
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#define ATOM_SMAA_EDGE_DETECTION_PASS_IMPLEMENTATION_ENABLE
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// Defining the elements below before including SMAA.azsli as they'll be used in it.
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// - PassSrg SRG to be used for the edge detection implementation.
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// - The option shader variables to be used for the edge detection implementation.
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#include "SMAA.azsli"
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VSOutputSMAAEdgeDetection MainVS(VSInput input)
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{
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VSOutputSMAAEdgeDetection OUT;
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float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
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OUT.m_texCoord = float2(posTex.z, posTex.w);
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OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
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SMAAEdgeDetectionVS(OUT.m_texCoord, OUT.m_offset);
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return OUT;
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}
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PSOutput MainPS(VSOutputSMAAEdgeDetection IN)
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{
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PSOutput OUT = (PSOutput)0;
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switch (o_edgeDetectionMode)
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{
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case EdgeDetectionMode::Depth:
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OUT.m_color.xy = SMAADepthEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_depthTexture);
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break;
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case EdgeDetectionMode::Luma:
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OUT.m_color.xy = SMAALumaEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
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break;
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case EdgeDetectionMode::Color:
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OUT.m_color.xy = SMAAColorEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
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break;
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}
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return OUT;
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}
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