1/**2 * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)3 * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)4 * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)5 * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)6 * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)7 *8 * Permission is hereby granted, free of charge, to any person obtaining a copy9 * this software and associated documentation files (the "Software"), to deal in10 * the Software without restriction, including without limitation the rights to11 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies12 * of the Software, and to permit persons to whom the Software is furnished to13 * do so, subject to the following conditions:14 *15 * The above copyright notice and this permission notice shall be included in16 * all copies or substantial portions of the Software. As clarification, there17 * is no requirement that the copyright notice and permission be included in18 * binary distributions of the Software.19 *20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR21 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE23 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER24 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,25 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE26 * SOFTWARE.27 */29/**30 * _______ ___ ___ ___ ___31 * / || \/ | / \ / \32 * | (---- | \ / | / ^ \ / ^ \33 * \ \ | |\/| | / /_\ \ / /_\ \34 * ----) | | | | | / _____ \ / _____ \35 * |_______/ |__| |__| /__/ \__\ /__/ \__\36 *37 * E N H A N C E D38 * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G39 *40 * http://www.iryoku.com/smaa/41 *42 * Hi, welcome aboard!43 *44 * Here you'll find instructions to get the shader up and running as fast as45 * possible.46 *47 * IMPORTANT NOTICE: when updating, remember to update both this file and the48 * precomputed textures! They may change from version to version.49 *50 * The shader has three passes, chained together as follows:51 *52 * |input|------------------�53 * v |54 * [ SMAA*EdgeDetection ] |55 * v |56 * |edgesTex| |57 * v |58 * [ SMAABlendingWeightCalculation ] |59 * v |60 * |blendTex| |61 * v |62 * [ SMAANeighborhoodBlending ] <------�63 * v64 * |output|65 *66 * Note that each [pass] has its own vertex and pixel shader. Remember to use67 * oversized triangles instead of quads to avoid overshading along the68 * diagonal.69 *70 * You've three edge detection methods to choose from: luma, color or depth.71 * They represent different quality/performance and anti-aliasing/sharpness72 * tradeoffs, so our recommendation is for you to choose the one that best73 * suits your particular scenario:74 *75 * - Depth edge detection is usually the fastest but it may miss some edges.76 *77 * - Luma edge detection is usually more expensive than depth edge detection,78 * but catches visible edges that depth edge detection can miss.79 *80 * - Color edge detection is usually the most expensive one but catches81 * chroma-only edges.82 *83 * For quickstarters: just use luma edge detection.84 *85 * The general advice is to not rush the integration process and ensure each86 * step is done correctly (don't try to integrate SMAA T2x with predicated edge87 * detection from the start!). Ok then, let's go!88 *89 * 1. The first step is to create two RGBA temporal render targets for holding90 * |edgesTex| and |blendTex|.91 *92 * In DX10 or DX11, you can use a RG render target for the edges texture.93 * In the case of NVIDIA GPUs, using RG render targets seems to actually be94 * slower.95 *96 * On the Xbox 360, you can use the same render target for resolving both97 * |edgesTex| and |blendTex|, as they aren't needed simultaneously.98 *99 * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared100 * each frame. Do not forget to clear the alpha channel!101 *102 * 3. The next step is loading the two supporting precalculated textures,103 * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as104 * C++ headers, and also as regular DDS files. They'll be needed for the105 * 'SMAABlendingWeightCalculation' pass.106 *107 * If you use the C++ headers, be sure to load them in the format specified108 * inside of them.109 *110 * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4111 * respectively, if you have that option in your content processor pipeline.112 * When compressing then, you get a non-perceptible quality decrease, and a113 * marginal performance increase.114 *115 * 4. All samplers must be set to linear filtering and clamp.116 *117 * After you get the technique working, remember that 64-bit inputs have118 * half-rate linear filtering on GCN.119 *120 * If SMAA is applied to 64-bit color buffers, switching to point filtering121 * when accessing them will increase the performance. Search for122 * 'SMAASamplePoint' to see which textures may benefit from point123 * filtering, and where (which is basically the color input in the edge124 * detection and resolve passes).125 *126 * 5. All texture reads and buffer writes must be non-sRGB, with the exception127 * of the input read and the output write in128 * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in129 * this last pass are not possible, the technique will work anyway, but130 * will perform antialiasing in gamma space.131 *132 * IMPORTANT: for best results the input read for the color/luma edge133 * detection should *NOT* be sRGB.134 *135 * 6. Before including SMAA.h you'll have to setup the render target metrics,136 * the target and any optional configuration defines. Optionally you can137 * use a preset.138 *139 * You have the following targets available:140 * SMAA_HLSL_3141 * SMAA_HLSL_4142 * SMAA_HLSL_4_1143 * SMAA_GLSL_3 *144 * SMAA_GLSL_4 *145 *146 * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).147 *148 * And four presets:149 * SMAA_PRESET_LOW (60% of the quality)150 * SMAA_PRESET_MEDIUM (80% of the quality)151 * SMAA_PRESET_HIGH (95% of the quality)152 * SMAA_PRESET_ULTRA (99% of the quality)153 *154 * For example:155 * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)156 * #define SMAA_HLSL_4157 * #define SMAA_PRESET_HIGH158 * #include "SMAA.h"159 *160 * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a161 * uniform variable. The code is designed to minimize the impact of not162 * using a constant value, but it is still better to hardcode it.163 *164 * Depending on how you encoded 'areaTex' and 'searchTex', you may have to165 * add (and customize) the following defines before including SMAA.h:166 * #define SMAA_AREATEX_SELECT(sample) sample.rg167 * #define SMAA_SEARCHTEX_SELECT(sample) sample.r168 *169 * If your engine is already using porting macros, you can define170 * SMAA_CUSTOM_SL, and define the porting functions by yourself.171 *172 * 7. Then, you'll have to setup the passes as indicated in the scheme above.173 * You can take a look into SMAA.fx, to see how we did it for our demo.174 * Checkout the function wrappers, you may want to copy-paste them!175 *176 * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.177 * You can use a screenshot from your engine to compare the |edgesTex|178 * and |blendTex| produced inside of the engine with the results obtained179 * with the reference demo.180 *181 * 9. After you get the last pass to work, it's time to optimize. You'll have182 * to initialize a stencil buffer in the first pass (discard is already in183 * the code), then mask execution by using it the second pass. The last184 * pass should be executed in all pixels.185 *186 *187 * After this point you can choose to enable predicated thresholding,188 * temporal supersampling and motion blur integration:189 *190 * a) If you want to use predicated thresholding, take a look into191 * SMAA_PREDICATION; you'll need to pass an extra texture in the edge192 * detection pass.193 *194 * b) If you want to enable temporal supersampling (SMAA T2x):195 *196 * 1. The first step is to render using subpixel jitters. I won't go into197 * detail, but it's as simple as moving each vertex position in the198 * vertex shader, you can check how we do it in our DX10 demo.199 *200 * 2. Then, you must setup the temporal resolve. You may want to take a look201 * into SMAAResolve for resolving 2x modes. After you get it working, you'll202 * probably see ghosting everywhere. But fear not, you can enable the203 * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.204 * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.205 *206 * 3. The next step is to apply SMAA to each subpixel jittered frame, just as207 * done for 1x.208 *209 * 4. At this point you should already have something usable, but for best210 * results the proper area textures must be set depending on current jitter.211 * For this, the parameter 'subsampleIndices' of212 * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x213 * mode:214 *215 * @SUBSAMPLE_INDICES216 *217 * | S# | Camera Jitter | subsampleIndices |218 * +----+------------------+---------------------+219 * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |220 * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |221 *222 * These jitter positions assume a bottom-to-top y axis. S# stands for the223 * sample number.224 *225 * More information about temporal supersampling here:226 * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf227 *228 * c) If you want to enable spatial multisampling (SMAA S2x):229 *230 * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be231 * created with:232 * - DX10: see below (*)233 * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or234 * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN235 *236 * This allows to ensure that the subsample order matches the table in237 * @SUBSAMPLE_INDICES.238 *239 * (*) In the case of DX10, we refer the reader to:240 * - SMAA::detectMSAAOrder and241 * - SMAA::msaaReorder242 *243 * These functions allow to match the standard multisample patterns by244 * detecting the subsample order for a specific GPU, and reordering245 * them appropriately.246 *247 * 2. A shader must be run to output each subsample into a separate buffer248 * (DX10 is required). You can use SMAASeparate for this purpose, or just do249 * it in an existing pass (for example, in the tone mapping pass, which has250 * the advantage of feeding tone mapped subsamples to SMAA, which will yield251 * better results).252 *253 * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing254 * the results in the final buffer. The second run should alpha blend with255 * the existing final buffer using a blending factor of 0.5.256 * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point257 * b).258 *259 * d) If you want to enable temporal supersampling on top of SMAA S2x260 * (which actually is SMAA 4x):261 *262 * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is263 * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'264 * must be set as follows:265 *266 * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |267 * +----+----+--------------------+-------------------+----------------------+268 * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |269 * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |270 * +----+----+--------------------+-------------------+----------------------+271 * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |272 * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |273 *274 * These jitter positions assume a bottom-to-top y axis. F# stands for the275 * frame number. S# stands for the sample number.276 *277 * 2. After calculating SMAA S2x for current frame (with the new subsample278 * indices), previous frame must be reprojected as in SMAA T2x mode (see279 * point b).280 *281 * e) If motion blur is used, you may want to do the edge detection pass282 * together with motion blur. This has two advantages:283 *284 * 1. Pixels under heavy motion can be omitted from the edge detection process.285 * For these pixels we can just store "no edge", as motion blur will take286 * care of them.287 * 2. The center pixel tap is reused.288 *289 * Note that in this case depth testing should be used instead of stenciling,290 * as we have to write all the pixels in the motion blur pass.291 *292 * That's it!293 */295struct SmaaInfo {296 rt_metrics: vec4<f32>,297}299struct VertexVaryings {300 clip_coord: vec2<f32>,301 tex_coord: vec2<f32>,302}304struct EdgeDetectionVaryings {305 @builtin(position) position: vec4<f32>,306 @location(0) offset_0: vec4<f32>,307 @location(1) offset_1: vec4<f32>,308 @location(2) offset_2: vec4<f32>,309 @location(3) tex_coord: vec2<f32>,310}312struct BlendingWeightCalculationVaryings {313 @builtin(position) position: vec4<f32>,314 @location(0) offset_0: vec4<f32>,315 @location(1) offset_1: vec4<f32>,316 @location(2) offset_2: vec4<f32>,317 @location(3) tex_coord: vec2<f32>,318}320struct NeighborhoodBlendingVaryings {321 @builtin(position) position: vec4<f32>,322 @location(0) offset: vec4<f32>,323 @location(1) tex_coord: vec2<f32>,324}326@group(0) @binding(0) var color_texture: texture_2d<f32>;327@group(0) @binding(1) var<uniform> smaa_info: SmaaInfo;329@if(SMAA_EDGE_DETECTION)330@group(1) @binding(0) var color_sampler: sampler;332@if(SMAA_BLENDING_WEIGHT_CALCULATION) {333@group(1) @binding(0) var edges_texture: texture_2d<f32>;334@group(1) @binding(1) var edges_sampler: sampler;335@group(1) @binding(2) var search_texture: texture_2d<f32>;336@group(1) @binding(3) var area_texture: texture_2d<f32>;337}339@if(SMAA_NEIGHBORHOOD_BLENDING) {340@group(1) @binding(0) var blend_texture: texture_2d<f32>;341@group(1) @binding(1) var blend_sampler: sampler;342}344//-----------------------------------------------------------------------------345// SMAA Presets347@if(SMAA_PRESET_LOW)348const SMAA_THRESHOLD: f32 = 0.15;349@elif(SMAA_PRESET_MEDIUM)350const SMAA_THRESHOLD: f32 = 0.1;351@elif(SMAA_PRESET_HIGH)352const SMAA_THRESHOLD: f32 = 0.1;353@elif(SMAA_PRESET_ULTRA)354const SMAA_THRESHOLD: f32 = 0.05;355@else356const SMAA_THRESHOLD: f32 = 0.1;357@if(SMAA_PRESET_LOW)358const SMAA_MAX_SEARCH_STEPS: u32 = 4u;359@elif(SMAA_PRESET_MEDIUM)360const SMAA_MAX_SEARCH_STEPS: u32 = 8u;361@elif(SMAA_PRESET_HIGH)362const SMAA_MAX_SEARCH_STEPS: u32 = 16u;363@elif(SMAA_PRESET_ULTRA)364const SMAA_MAX_SEARCH_STEPS: u32 = 32u;365@else366const SMAA_MAX_SEARCH_STEPS: u32 = 16u;367@if(SMAA_PRESET_HIGH)368const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 8u;369@elif(SMAA_PRESET_ULTRA)370const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 16u;371@elif(!SMAA_PRESET_LOW && !SMAA_PRESET_MEDIUM)372const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 8u;373@if(SMAA_PRESET_HIGH)374const SMAA_CORNER_ROUNDING: u32 = 25u;375@elif(SMAA_PRESET_ULTRA)376const SMAA_CORNER_ROUNDING: u32 = 25u;377@elif(!SMAA_PRESET_LOW && !SMAA_PRESET_MEDIUM)378const SMAA_CORNER_ROUNDING: u32 = 25u;380//-----------------------------------------------------------------------------381// Configurable Defines383/**384 * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.385 * Lowering this value you will be able to detect more edges at the expense of386 * performance.387 *388 * Range: [0, 0.5]389 * 0.1 is a reasonable value, and allows to catch most visible edges.390 * 0.05 is a rather overkill value, that allows to catch 'em all.391 *392 * If temporal supersampling is used, 0.2 could be a reasonable value, as low393 * contrast edges are properly filtered by just 2x.394 */395// (In the WGSL version of this shader, `SMAA_THRESHOLD` is set above, in "SMAA396// Presets".)398/**399 * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the400 * horizontal/vertical pattern searches, at each side of the pixel.401 *402 * In number of pixels, it's actually the double. So the maximum line length403 * perfectly handled by, for example 16, is 64 (by perfectly, we meant that404 * longer lines won't look as good, but still antialiased).405 *406 * Range: [0, 112]407 */408// (In the WGSL version of this shader, `SMAA_MAX_SEARCH_STEPS` is set above, in409// "SMAA Presets".)411/**412 * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the413 * diagonal pattern searches, at each side of the pixel. In this case we jump414 * one pixel at time, instead of two.415 *416 * Range: [0, 20]417 *418 * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16419 * steps), but it can have a significant impact on older machines.420 *421 * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.422 */423// (In the WGSL version of this shader, `SMAA_MAX_SEARCH_STEPS_DIAG` is set424// above, in "SMAA Presets".)426/**427 * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.428 *429 * Range: [0, 100]430 *431 * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.432 */433// (In the WGSL version of this shader, `SMAA_CORNER_ROUNDING` is set above, in434// "SMAA Presets".)436/**437 * If there is a neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times438 * bigger contrast than current edge, current edge will be discarded.439 *440 * This allows to eliminate spurious crossing edges, and is based on the fact441 * that, if there is too much contrast in a direction, that will hide442 * perceptually contrast in the other neighbors.443 */444const SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR: f32 = 2.0;446//-----------------------------------------------------------------------------447// Non-Configurable Defines449const SMAA_AREATEX_MAX_DISTANCE: f32 = 16.0;450const SMAA_AREATEX_MAX_DISTANCE_DIAG: f32 = 20.0;451const SMAA_AREATEX_PIXEL_SIZE: vec2<f32> = (1.0 / vec2<f32>(160.0, 560.0));452const SMAA_AREATEX_SUBTEX_SIZE: f32 = (1.0 / 7.0);453const SMAA_SEARCHTEX_SIZE: vec2<f32> = vec2(66.0, 33.0);454const SMAA_SEARCHTEX_PACKED_SIZE: vec2<f32> = vec2(64.0, 16.0);456@if(!SMAA_DISABLE_CORNER_DETECTION)457const SMAA_CORNER_ROUNDING_NORM: f32 = f32(SMAA_CORNER_ROUNDING) / 100.0;459//-----------------------------------------------------------------------------460// WGSL-Specific Functions462/// This vertex shader produces the following, when drawn using indices 0..3:463///464/// 1 | 0-----x.....2465/// 0 | | s | . ´466/// -1 | x_____x´467/// -2 | : .´468/// -3 | 1´469/// +---------------470/// -1 0 1 2 3471///472/// The axes are clip-space x and y. The region marked s is the visible region.473/// The digits in the corners of the right-angled triangle are the vertex474/// indices.475///476/// The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0.477/// This means that the UV gets interpolated to 1,1 at the bottom-right corner478/// of the clip-space rectangle that is at 1,-1 in clip space.479fn calculate_vertex_varyings(vertex_index: u32) -> VertexVaryings {480 // See the explanation above for how this works481 let uv = vec2<f32>(f32(vertex_index >> 1u), f32(vertex_index & 1u)) * 2.0;482 let clip_position = vec2<f32>(uv * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0));484 return VertexVaryings(clip_position, uv);485}487//-----------------------------------------------------------------------------488// Vertex Shaders490@if(SMAA_EDGE_DETECTION)492/// Edge Detection Vertex Shader493@vertex494fn edge_detection_vertex_main(@builtin(vertex_index) vertex_index: u32) -> EdgeDetectionVaryings {495 let varyings = calculate_vertex_varyings(vertex_index);497 var edge_detection_varyings = EdgeDetectionVaryings();498 edge_detection_varyings.position = vec4(varyings.clip_coord, 0.0, 1.0);499 edge_detection_varyings.tex_coord = varyings.tex_coord;501 edge_detection_varyings.offset_0 = smaa_info.rt_metrics.xyxy * vec4(-1.0, 0.0, 0.0, -1.0) +502 varyings.tex_coord.xyxy;503 edge_detection_varyings.offset_1 = smaa_info.rt_metrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) +504 varyings.tex_coord.xyxy;505 edge_detection_varyings.offset_2 = smaa_info.rt_metrics.xyxy * vec4(-2.0, 0.0, 0.0, -2.0) +506 varyings.tex_coord.xyxy;508 return edge_detection_varyings;509}512@if(SMAA_BLENDING_WEIGHT_CALCULATION)514/// Blend Weight Calculation Vertex Shader515@vertex516fn blending_weight_calculation_vertex_main(@builtin(vertex_index) vertex_index: u32)517 -> BlendingWeightCalculationVaryings {518 let varyings = calculate_vertex_varyings(vertex_index);520 var weight_varyings = BlendingWeightCalculationVaryings();521 weight_varyings.position = vec4(varyings.clip_coord, 0.0, 1.0);522 weight_varyings.tex_coord = varyings.tex_coord;524 // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):525 weight_varyings.offset_0 = smaa_info.rt_metrics.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) +526 varyings.tex_coord.xyxy;527 weight_varyings.offset_1 = smaa_info.rt_metrics.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) +528 varyings.tex_coord.xyxy;530 // And these for the searches, they indicate the ends of the loops:531 weight_varyings.offset_2 =532 smaa_info.rt_metrics.xxyy * vec4(-2.0, 2.0, -2.0, 2.0) * f32(SMAA_MAX_SEARCH_STEPS) +533 vec4(weight_varyings.offset_0.xz, weight_varyings.offset_1.yw);535 return weight_varyings;536}539@if(SMAA_NEIGHBORHOOD_BLENDING)541/// Neighborhood Blending Vertex Shader542@vertex543fn neighborhood_blending_vertex_main(@builtin(vertex_index) vertex_index: u32)544 -> NeighborhoodBlendingVaryings {545 let varyings = calculate_vertex_varyings(vertex_index);546 let offset = smaa_info.rt_metrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + varyings.tex_coord.xyxy;547 return NeighborhoodBlendingVaryings(548 vec4(varyings.clip_coord, 0.0, 1.0),549 offset,550 varyings.tex_coord551 );552}555//-----------------------------------------------------------------------------556// Edge Detection Pixel Shaders (First Pass)558@if(SMAA_EDGE_DETECTION)560/// Luma Edge Detection561///562/// IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and563/// thus 'color_texture' should be a non-sRGB texture.564@fragment565fn luma_edge_detection_fragment_main(in: EdgeDetectionVaryings) -> @location(0) vec4<f32> {566 // Calculate the threshold:567 // TODO: Predication.568 let threshold = vec2(SMAA_THRESHOLD);570 // Calculate luma:571 let weights = vec3(0.2126, 0.7152, 0.0722);572 let L = dot(textureSample(color_texture, color_sampler, in.tex_coord).rgb, weights);574 let Lleft = dot(textureSample(color_texture, color_sampler, in.offset_0.xy).rgb, weights);575 let Ltop = dot(textureSample(color_texture, color_sampler, in.offset_0.zw).rgb, weights);577 // We do the usual threshold:578 var delta: vec4<f32> = vec4(abs(L - vec2(Lleft, Ltop)), 0.0, 0.0);579 var edges = step(threshold, delta.xy);581 // Then discard if there is no edge:582 if (dot(edges, vec2(1.0)) == 0.0) {583 discard;584 }586 // Calculate right and bottom deltas:587 let Lright = dot(textureSample(color_texture, color_sampler, in.offset_1.xy).rgb, weights);588 let Lbottom = dot(textureSample(color_texture, color_sampler, in.offset_1.zw).rgb, weights);589 delta = vec4(delta.xy, abs(L - vec2(Lright, Lbottom)));591 // Calculate the maximum delta in the direct neighborhood:592 var max_delta = max(delta.xy, delta.zw);594 // Calculate left-left and top-top deltas:595 let Lleftleft = dot(textureSample(color_texture, color_sampler, in.offset_2.xy).rgb, weights);596 let Ltoptop = dot(textureSample(color_texture, color_sampler, in.offset_2.zw).rgb, weights);597 delta = vec4(delta.xy, abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop)));599 // Calculate the final maximum delta:600 max_delta = max(max_delta.xy, delta.zw);601 let final_delta = max(max_delta.x, max_delta.y);603 // Local contrast adaptation:604 edges *= step(vec2(final_delta), SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);606 return vec4(edges, 0.0, 1.0);607}611//-----------------------------------------------------------------------------612// Diagonal Search Functions614@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)616/// Allows to decode two binary values from a bilinear-filtered access.617fn decode_diag_bilinear_access_2(in_e: vec2<f32>) -> vec2<f32> {618 // Bilinear access for fetching 'e' have a 0.25 offset, and we are619 // interested in the R and G edges:620 //621 // +---G---+-------+622 // | x o R x |623 // +-------+-------+624 //625 // Then, if one of these edge is enabled:626 // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0627 // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0628 //629 // This function will unpack the values (mad + mul + round):630 // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1631 var e = in_e;632 e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);633 return round(e);634}636@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)637fn decode_diag_bilinear_access_4(e: vec4<f32>) -> vec4<f32> {638 let e_rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);639 return round(vec4(e_rb.x, e.g, e_rb.y, e.a));640}642/**643 * These functions allows to perform diagonal pattern searches.644 */645@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)646fn search_diag_1(tex_coord: vec2<f32>, dir: vec2<f32>, e: ptr<function, vec2<f32>>) -> vec2<f32> {647 var coord = vec4(tex_coord, -1.0, 1.0);648 let t = vec3(smaa_info.rt_metrics.xy, 1.0);649 while (coord.z < f32(SMAA_MAX_SEARCH_STEPS_DIAG - 1u) && coord.w > 0.9) {650 coord = vec4(t * vec3(dir, 1.0) + coord.xyz, coord.w);651 *e = textureSampleLevel(edges_texture, edges_sampler, coord.xy, 0.0).rg;652 coord.w = dot(*e, vec2(0.5));653 }654 return coord.zw;655}657@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)658fn search_diag_2(tex_coord: vec2<f32>, dir: vec2<f32>, e: ptr<function, vec2<f32>>) -> vec2<f32> {659 var coord = vec4(tex_coord, -1.0, 1.0);660 coord.x += 0.25 * smaa_info.rt_metrics.x; // See @SearchDiag2Optimization661 let t = vec3(smaa_info.rt_metrics.xy, 1.0);662 while (coord.z < f32(SMAA_MAX_SEARCH_STEPS_DIAG - 1u) && coord.w > 0.9) {663 coord = vec4(t * vec3(dir, 1.0) + coord.xyz, coord.w);665 // @SearchDiag2Optimization666 // Fetch both edges at once using bilinear filtering:667 *e = textureSampleLevel(edges_texture, edges_sampler, coord.xy, 0.0).rg;668 *e = decode_diag_bilinear_access_2(*e);670 // Non-optimized version:671 // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;672 // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;674 coord.w = dot(*e, vec2(0.5));675 }676 return coord.zw;677}679/// Similar to SMAAArea, this calculates the area corresponding to a certain680/// diagonal distance and crossing edges 'e'.681@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)682fn area_diag(dist: vec2<f32>, e: vec2<f32>, offset: f32) -> vec2<f32> {683 var tex_coord = vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;685 // We do a scale and bias for mapping to texel space:686 tex_coord = SMAA_AREATEX_PIXEL_SIZE * tex_coord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;688 // Diagonal areas are on the second half of the texture:689 tex_coord.x += 0.5;691 // Move to proper place, according to the subpixel offset:692 tex_coord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;694 // Do it!695 return textureSampleLevel(area_texture, edges_sampler, tex_coord, 0.0).rg;696}698/// This searches for diagonal patterns and returns the corresponding weights.699@if(SMAA_BLENDING_WEIGHT_CALCULATION && !SMAA_DISABLE_DIAG_DETECTION)700fn calculate_diag_weights(tex_coord: vec2<f32>, e: vec2<f32>, subsample_indices: vec4<f32>)701 -> vec2<f32> {702 var weights = vec2(0.0, 0.0);704 // Search for the line ends:705 var d = vec4(0.0);706 var end = vec2(0.0);707 if (e.r > 0.0) {708 let d_xz = search_diag_1(tex_coord, vec2(-1.0, 1.0), &end);709 d = vec4(d_xz.x, d.y, d_xz.y, d.w);710 d.x += f32(end.y > 0.9);711 } else {712 d = vec4(0.0, d.y, 0.0, d.w);713 }714 let d_yw = search_diag_1(tex_coord, vec2(1.0, -1.0), &end);715 d = vec4(d.x, d_yw.x, d.y, d_yw.y);717 if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3718 // Fetch the crossing edges:719 let coords = vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25) * smaa_info.rt_metrics.xyxy +720 tex_coord.xyxy;721 var c = vec4(722 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2(-1, 0)).rg,723 textureSampleLevel(edges_texture, edges_sampler, coords.zw, 0.0, vec2( 1, 0)).rg,724 );725 let c_yxwz = decode_diag_bilinear_access_4(c.xyzw);726 c = c_yxwz.yxwz;728 // Non-optimized version:729 // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);730 // float4 c;731 // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;732 // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;733 // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;734 // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;736 // Merge crossing edges at each side into a single value:737 var cc = vec2(2.0) * c.xz + c.yw;739 // Remove the crossing edge if we didn't found the end of the line:740 cc = select(cc, vec2(0.0, 0.0), vec2<bool>(step(vec2(0.9), d.zw)));742 // Fetch the areas for this line:743 weights += area_diag(d.xy, cc, subsample_indices.z);744 }746 // Search for the line ends:747 let d_xz = search_diag_2(tex_coord, vec2(-1.0, -1.0), &end);748 if (textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0, vec2(1, 0)).r > 0.0) {749 let d_yw = search_diag_2(tex_coord, vec2(1.0, 1.0), &end);750 d = vec4(d_xz.x, d_yw.x, d_xz.y, d_yw.y);751 d.y += f32(end.y > 0.9);752 } else {753 d = vec4(d_xz.x, 0.0, d_xz.y, 0.0);754 }756 if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3757 // Fetch the crossing edges:758 let coords = vec4(-d.x, -d.x, d.y, d.y) * smaa_info.rt_metrics.xyxy + tex_coord.xyxy;759 let c = vec4(760 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2(-1, 0)).g,761 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2( 0, -1)).r,762 textureSampleLevel(edges_texture, edges_sampler, coords.zw, 0.0, vec2( 1, 0)).gr,763 );764 var cc = vec2(2.0) * c.xz + c.yw;766 // Remove the crossing edge if we didn't found the end of the line:767 cc = select(cc, vec2(0.0, 0.0), vec2<bool>(step(vec2(0.9), d.zw)));769 // Fetch the areas for this line:770 weights += area_diag(d.xy, cc, subsample_indices.w).gr;771 }773 return weights;774}777//-----------------------------------------------------------------------------778// Horizontal/Vertical Search Functions780/// This allows to determine how much length should we add in the last step781/// of the searches. It takes the bilinearly interpolated edge (see782/// @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and783/// crossing edges are active.784@if(SMAA_BLENDING_WEIGHT_CALCULATION)785fn search_length(e: vec2<f32>, offset: f32) -> f32 {786 // The texture is flipped vertically, with left and right cases taking half787 // of the space horizontally:788 var scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);789 var bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);791 // Scale and bias to access texel centers:792 scale += vec2(-1.0, 1.0);793 bias += vec2( 0.5, -0.5);795 // Convert from pixel coordinates to texcoords:796 // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)797 scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;798 bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;800 // Lookup the search texture:801 return textureSampleLevel(search_texture, edges_sampler, scale * e + bias, 0.0).r;802}804/// Horizontal/vertical search functions for the 2nd pass.805@if(SMAA_BLENDING_WEIGHT_CALCULATION)806fn search_x_left(in_tex_coord: vec2<f32>, end: f32) -> f32 {807 var tex_coord = in_tex_coord;809 /**810 * @PSEUDO_GATHER4811 * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to812 * sample between edge, thus fetching four edges in a row.813 * Sampling with different offsets in each direction allows to disambiguate814 * which edges are active from the four fetched ones.815 */816 var e = vec2(0.0, 1.0);817 while (tex_coord.x > end &&818 e.g > 0.8281 && // Is there some edge not activated?819 e.r == 0.0) { // Or is there a crossing edge that breaks the line?820 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;821 tex_coord += -vec2(2.0, 0.0) * smaa_info.rt_metrics.xy;822 }823 let offset = -(255.0 / 127.0) * search_length(e, 0.0) + 3.25;824 return smaa_info.rt_metrics.x * offset + tex_coord.x;825}827@if(SMAA_BLENDING_WEIGHT_CALCULATION)828fn search_x_right(in_tex_coord: vec2<f32>, end: f32) -> f32 {829 var tex_coord = in_tex_coord;831 var e = vec2(0.0, 1.0);832 while (tex_coord.x < end &&833 e.g > 0.8281 && // Is there some edge not activated?834 e.r == 0.0) { // Or is there a crossing edge that breaks the line?835 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;836 tex_coord += vec2(2.0, 0.0) * smaa_info.rt_metrics.xy;837 }838 let offset = -(255.0 / 127.0) * search_length(e, 0.5) + 3.25;839 return -smaa_info.rt_metrics.x * offset + tex_coord.x;840}842@if(SMAA_BLENDING_WEIGHT_CALCULATION)843fn search_y_up(in_tex_coord: vec2<f32>, end: f32) -> f32 {844 var tex_coord = in_tex_coord;846 var e = vec2(1.0, 0.0);847 while (tex_coord.y > end &&848 e.r > 0.8281 && // Is there some edge not activated?849 e.g == 0.0) { // Or is there a crossing edge that breaks the line?850 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;851 tex_coord += -vec2(0.0, 2.0) * smaa_info.rt_metrics.xy;852 }853 let offset = -(255.0 / 127.0) * search_length(e.gr, 0.0) + 3.25;854 return smaa_info.rt_metrics.y * offset + tex_coord.y;855}857@if(SMAA_BLENDING_WEIGHT_CALCULATION)858fn search_y_down(in_tex_coord: vec2<f32>, end: f32) -> f32 {859 var tex_coord = in_tex_coord;861 var e = vec2(1.0, 0.0);862 while (tex_coord.y < end &&863 e.r > 0.8281 && // Is there some edge not activated?864 e.g == 0.0) { // Or is there a crossing edge that breaks the line?865 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;866 tex_coord += vec2(0.0, 2.0) * smaa_info.rt_metrics.xy;867 }868 let offset = -(255.0 / 127.0) * search_length(e.gr, 0.5) + 3.25;869 return -smaa_info.rt_metrics.y * offset + tex_coord.y;870}872/// Ok, we have the distance and both crossing edges. So, what are the areas873/// at each side of current edge?874@if(SMAA_BLENDING_WEIGHT_CALCULATION)875fn area(dist: vec2<f32>, e1: f32, e2: f32, offset: f32) -> vec2<f32> {876 // Rounding prevents precision errors of bilinear filtering:877 var tex_coord = SMAA_AREATEX_MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + dist;879 // We do a scale and bias for mapping to texel space:880 tex_coord = SMAA_AREATEX_PIXEL_SIZE * tex_coord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;882 // Move to proper place, according to the subpixel offset:883 tex_coord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;885 // Do it!886 return textureSampleLevel(area_texture, edges_sampler, tex_coord, 0.0).rg;887}889//-----------------------------------------------------------------------------890// Corner Detection Functions892@if(SMAA_BLENDING_WEIGHT_CALCULATION)893fn detect_horizontal_corner_pattern(weights: vec2<f32>, tex_coord: vec4<f32>, d: vec2<f32>)894 -> vec2<f32> {895@if(!SMAA_DISABLE_CORNER_DETECTION) {896 let left_right = step(d.xy, d.yx);897 var rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;899 rounding /= left_right.x + left_right.y; // Reduce blending for pixels in the center of a line.901 var factor = vec2(1.0, 1.0);902 factor.x -= rounding.x *903 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(0, 1)).r;904 factor.x -= rounding.y *905 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(1, 1)).r;906 factor.y -= rounding.x *907 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(0, -2)).r;908 factor.y -= rounding.y *909 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(1, -2)).r;911 return weights * saturate(factor);912} @else {913 return weights;914}915}917@if(SMAA_BLENDING_WEIGHT_CALCULATION)918fn detect_vertical_corner_pattern(weights: vec2<f32>, tex_coord: vec4<f32>, d: vec2<f32>)919 -> vec2<f32> {920@if(!SMAA_DISABLE_CORNER_DETECTION) {921 let left_right = step(d.xy, d.yx);922 var rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;924 rounding /= left_right.x + left_right.y;926 var factor = vec2(1.0, 1.0);927 factor.x -= rounding.x *928 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2( 1, 0)).g;929 factor.x -= rounding.y *930 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2( 1, 1)).g;931 factor.y -= rounding.x *932 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(-2, 0)).g;933 factor.y -= rounding.y *934 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(-2, 1)).g;936 return weights * saturate(factor);937} @else {938 return weights;939}940}942//-----------------------------------------------------------------------------943// Blending Weight Calculation Pixel Shader (Second Pass)945@if(SMAA_BLENDING_WEIGHT_CALCULATION)946@fragment947fn blending_weight_calculation_fragment_main(in: BlendingWeightCalculationVaryings)948 -> @location(0) vec4<f32> {949 let subsample_indices = vec4(0.0); // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.951 var weights = vec4(0.0);953 var e = textureSample(edges_texture, edges_sampler, in.tex_coord).rg;955 if (e.g > 0.0) { // Edge at north956@if(!SMAA_DISABLE_DIAG_DETECTION) {957 // Diagonals have both north and west edges, so searching for them in958 // one of the boundaries is enough.959 weights = vec4(calculate_diag_weights(in.tex_coord, e, subsample_indices), weights.ba);961 // We give priority to diagonals, so if we find a diagonal we skip962 // horizontal/vertical processing.963 if (weights.r + weights.g != 0.0) {964 return weights;965 }966}968 var d: vec2<f32>;970 // Find the distance to the left:971 var coords: vec3<f32>;972 coords.x = search_x_left(in.offset_0.xy, in.offset_2.x);973 // in.offset_1.y = in.tex_coord.y - 0.25 * smaa_info.rt_metrics.y (@CROSSING_OFFSET)974 coords.y = in.offset_1.y;975 d.x = coords.x;977 // Now fetch the left crossing edges, two at a time using bilinear978 // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to979 // discern what value each edge has:980 let e1 = textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0).r;982 // Find the distance to the right:983 coords.z = search_x_right(in.offset_0.zw, in.offset_2.y);984 d.y = coords.z;986 // We want the distances to be in pixel units (doing this here allow to987 // better interleave arithmetic and memory accesses):988 d = abs(round(smaa_info.rt_metrics.zz * d - in.position.xx));990 // SMAAArea below needs a sqrt, as the areas texture is compressed991 // quadratically:992 let sqrt_d = sqrt(d);994 // Fetch the right crossing edges:995 let e2 = textureSampleLevel(996 edges_texture, edges_sampler, coords.zy, 0.0, vec2<i32>(1, 0)).r;998 // Ok, we know how this pattern looks like, now it is time for getting999 // the actual area:1000 weights = vec4(area(sqrt_d, e1, e2, subsample_indices.y), weights.ba);1002 // Fix corners:1003 coords.y = in.tex_coord.y;1004 weights = vec4(1005 detect_horizontal_corner_pattern(weights.rg, coords.xyzy, d),1006 weights.ba1007 );1008 }1010 if (e.r > 0.0) { // Edge at west1011 var d: vec2<f32>;1013 // Find the distance to the top:1014 var coords: vec3<f32>;1015 coords.y = search_y_up(in.offset_1.xy, in.offset_2.z);1016 // in.offset_1.x = in.tex_coord.x - 0.25 * smaa_info.rt_metrics.x1017 coords.x = in.offset_0.x;1018 d.x = coords.y;1020 // Fetch the top crossing edges:1021 let e1 = textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0).g;1023 // Find the distance to the bottom:1024 coords.z = search_y_down(in.offset_1.zw, in.offset_2.w);1025 d.y = coords.z;1027 // We want the distances to be in pixel units:1028 d = abs(round(smaa_info.rt_metrics.ww * d - in.position.yy));1030 // SMAAArea below needs a sqrt, as the areas texture is compressed1031 // quadratically:1032 let sqrt_d = sqrt(d);1034 // Fetch the bottom crossing edges:1035 let e2 = textureSampleLevel(1036 edges_texture, edges_sampler, coords.xz, 0.0, vec2<i32>(0, 1)).g;1038 // Get the area for this direction:1039 weights = vec4(weights.rg, area(sqrt_d, e1, e2, subsample_indices.x));1041 // Fix corners:1042 coords.x = in.tex_coord.x;1043 weights = vec4(weights.rg, detect_vertical_corner_pattern(weights.ba, coords.xyxz, d));1044 }1046 return weights;1047}1050//-----------------------------------------------------------------------------1051// Neighborhood Blending Pixel Shader (Third Pass)1053@if(SMAA_NEIGHBORHOOD_BLENDING)1054@fragment1055fn neighborhood_blending_fragment_main(in: NeighborhoodBlendingVaryings) -> @location(0) vec4<f32> {1056 // Fetch the blending weights for current pixel:1057 let a = vec4(1058 textureSample(blend_texture, blend_sampler, in.offset.xy).a, // Right1059 textureSample(blend_texture, blend_sampler, in.offset.zw).g, // Top1060 textureSample(blend_texture, blend_sampler, in.tex_coord).zx, // Bottom / Left1061 );1063 // Is there any blending weight with a value greater than 0.0?1064 if (dot(a, vec4(1.0)) < 1.0e-5) {1065 let color = textureSampleLevel(color_texture, blend_sampler, in.tex_coord, 0.0);1066 // TODO: Reprojection1067 return color;1068 } else {1069 let h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)1071 // Calculate the blending offsets:1072 var blending_offset = vec4(0.0, a.y, 0.0, a.w);1073 var blending_weight = a.yw;1074 blending_offset = select(blending_offset, vec4(a.x, 0.0, a.z, 0.0), h);1075 blending_weight = select(blending_weight, a.xz, h);1076 blending_weight /= dot(blending_weight, vec2(1.0));1078 // Calculate the texture coordinates:1079 let blending_coord =1080 blending_offset * vec4(smaa_info.rt_metrics.xy, -smaa_info.rt_metrics.xy) +1081 in.tex_coord.xyxy;1083 // We exploit bilinear filtering to mix current pixel with the chosen1084 // neighbor:1085 var color = blending_weight.x *1086 textureSampleLevel(color_texture, blend_sampler, blending_coord.xy, 0.0);1087 color += blending_weight.y *1088 textureSampleLevel(color_texture, blend_sampler, blending_coord.zw, 0.0);1090 // TODO: Reprojection1092 return color;1093 }1094}