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 * IMPORTANTE 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#ifdef SMAA_EDGE_DETECTION330@group(1) @binding(0) var color_sampler: sampler;331#endif // SMAA_EDGE_DETECTION333#ifdef SMAA_BLENDING_WEIGHT_CALCULATION334@group(1) @binding(0) var edges_texture: texture_2d<f32>;335@group(1) @binding(1) var edges_sampler: sampler;336@group(1) @binding(2) var search_texture: texture_2d<f32>;337@group(1) @binding(3) var area_texture: texture_2d<f32>;338#endif // SMAA_BLENDING_WEIGHT_CALCULATION340#ifdef SMAA_NEIGHBORHOOD_BLENDING341@group(1) @binding(0) var blend_texture: texture_2d<f32>;342@group(1) @binding(1) var blend_sampler: sampler;343#endif // SMAA_NEIGHBORHOOD_BLENDING345//-----------------------------------------------------------------------------346// SMAA Presets348#ifdef SMAA_PRESET_LOW349const SMAA_THRESHOLD: f32 = 0.15;350const SMAA_MAX_SEARCH_STEPS: u32 = 4u;351#define SMAA_DISABLE_DIAG_DETECTION352#define SMAA_DISABLE_CORNER_DETECTION353#else ifdef SMAA_PRESET_MEDIUM // SMAA_PRESET_LOW354const SMAA_THRESHOLD: f32 = 0.1;355const SMAA_MAX_SEARCH_STEPS: u32 = 8u;356#define SMAA_DISABLE_DIAG_DETECTION357#define SMAA_DISABLE_CORNER_DETECTION358#else ifdef SMAA_PRESET_HIGH // SMAA_PRESET_MEDIUM359const SMAA_THRESHOLD: f32 = 0.1;360const SMAA_MAX_SEARCH_STEPS: u32 = 16u;361const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 8u;362const SMAA_CORNER_ROUNDING: u32 = 25u;363#else ifdef SMAA_PRESET_ULTRA // SMAA_PRESET_HIGH364const SMAA_THRESHOLD: f32 = 0.05;365const SMAA_MAX_SEARCH_STEPS: u32 = 32u;366const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 16u;367const SMAA_CORNER_ROUNDING: u32 = 25u;368#else // SMAA_PRESET_ULTRA369const SMAA_THRESHOLD: f32 = 0.1;370const SMAA_MAX_SEARCH_STEPS: u32 = 16u;371const SMAA_MAX_SEARCH_STEPS_DIAG: u32 = 8u;372const SMAA_CORNER_ROUNDING: u32 = 25u;373#endif // SMAA_PRESET_ULTRA375//-----------------------------------------------------------------------------376// Configurable Defines378/**379 * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.380 * Lowering this value you will be able to detect more edges at the expense of381 * performance.382 *383 * Range: [0, 0.5]384 * 0.1 is a reasonable value, and allows to catch most visible edges.385 * 0.05 is a rather overkill value, that allows to catch 'em all.386 *387 * If temporal supersampling is used, 0.2 could be a reasonable value, as low388 * contrast edges are properly filtered by just 2x.389 */390// (In the WGSL version of this shader, `SMAA_THRESHOLD` is set above, in "SMAA391// Presets".)393/**394 * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the395 * horizontal/vertical pattern searches, at each side of the pixel.396 *397 * In number of pixels, it's actually the double. So the maximum line length398 * perfectly handled by, for example 16, is 64 (by perfectly, we meant that399 * longer lines won't look as good, but still antialiased).400 *401 * Range: [0, 112]402 */403// (In the WGSL version of this shader, `SMAA_MAX_SEARCH_STEPS` is set above, in404// "SMAA Presets".)406/**407 * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the408 * diagonal pattern searches, at each side of the pixel. In this case we jump409 * one pixel at time, instead of two.410 *411 * Range: [0, 20]412 *413 * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 414 * steps), but it can have a significant impact on older machines.415 *416 * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.417 */418// (In the WGSL version of this shader, `SMAA_MAX_SEARCH_STEPS_DIAG` is set419// above, in "SMAA Presets".)421/**422 * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.423 *424 * Range: [0, 100]425 *426 * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.427 */428// (In the WGSL version of this shader, `SMAA_CORNER_ROUNDING` is set above, in429// "SMAA Presets".)431/**432 * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times433 * bigger contrast than current edge, current edge will be discarded.434 *435 * This allows to eliminate spurious crossing edges, and is based on the fact436 * that, if there is too much contrast in a direction, that will hide437 * perceptually contrast in the other neighbors.438 */439const SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR: f32 = 2.0;441//-----------------------------------------------------------------------------442// Non-Configurable Defines444const SMAA_AREATEX_MAX_DISTANCE: f32 = 16.0;445const SMAA_AREATEX_MAX_DISTANCE_DIAG: f32 = 20.0;446const SMAA_AREATEX_PIXEL_SIZE: vec2<f32> = (1.0 / vec2<f32>(160.0, 560.0));447const SMAA_AREATEX_SUBTEX_SIZE: f32 = (1.0 / 7.0);448const SMAA_SEARCHTEX_SIZE: vec2<f32> = vec2(66.0, 33.0);449const SMAA_SEARCHTEX_PACKED_SIZE: vec2<f32> = vec2(64.0, 16.0);451#ifndef SMAA_DISABLE_CORNER_DETECTION452const SMAA_CORNER_ROUNDING_NORM: f32 = f32(SMAA_CORNER_ROUNDING) / 100.0;453#endif // SMAA_DISABLE_CORNER_DETECTION455//-----------------------------------------------------------------------------456// WGSL-Specific Functions458// This vertex shader produces the following, when drawn using indices 0..3:459//460// 1 | 0-----x.....2461// 0 | | s | . ´462// -1 | x_____x´463// -2 | : .´464// -3 | 1´465// +---------------466// -1 0 1 2 3467//468// The axes are clip-space x and y. The region marked s is the visible region.469// The digits in the corners of the right-angled triangle are the vertex470// indices.471//472// The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0.473// This means that the UV gets interpolated to 1,1 at the bottom-right corner474// of the clip-space rectangle that is at 1,-1 in clip space.475fn calculate_vertex_varyings(vertex_index: u32) -> VertexVaryings {476 // See the explanation above for how this works477 let uv = vec2<f32>(f32(vertex_index >> 1u), f32(vertex_index & 1u)) * 2.0;478 let clip_position = vec2<f32>(uv * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0));480 return VertexVaryings(clip_position, uv);481}483//-----------------------------------------------------------------------------484// Vertex Shaders486#ifdef SMAA_EDGE_DETECTION488/**489 * Edge Detection Vertex Shader490 */491@vertex492fn edge_detection_vertex_main(@builtin(vertex_index) vertex_index: u32) -> EdgeDetectionVaryings {493 let varyings = calculate_vertex_varyings(vertex_index);495 var edge_detection_varyings = EdgeDetectionVaryings();496 edge_detection_varyings.position = vec4(varyings.clip_coord, 0.0, 1.0);497 edge_detection_varyings.tex_coord = varyings.tex_coord;499 edge_detection_varyings.offset_0 = smaa_info.rt_metrics.xyxy * vec4(-1.0, 0.0, 0.0, -1.0) +500 varyings.tex_coord.xyxy;501 edge_detection_varyings.offset_1 = smaa_info.rt_metrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) +502 varyings.tex_coord.xyxy;503 edge_detection_varyings.offset_2 = smaa_info.rt_metrics.xyxy * vec4(-2.0, 0.0, 0.0, -2.0) +504 varyings.tex_coord.xyxy;506 return edge_detection_varyings;507}509#endif // SMAA_EDGE_DETECTION511#ifdef SMAA_BLENDING_WEIGHT_CALCULATION513/**514 * Blend Weight Calculation Vertex Shader515 */516@vertex517fn blending_weight_calculation_vertex_main(@builtin(vertex_index) vertex_index: u32)518 -> BlendingWeightCalculationVaryings {519 let varyings = calculate_vertex_varyings(vertex_index);521 var weight_varyings = BlendingWeightCalculationVaryings();522 weight_varyings.position = vec4(varyings.clip_coord, 0.0, 1.0);523 weight_varyings.tex_coord = varyings.tex_coord;525 // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):526 weight_varyings.offset_0 = smaa_info.rt_metrics.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) +527 varyings.tex_coord.xyxy;528 weight_varyings.offset_1 = smaa_info.rt_metrics.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) +529 varyings.tex_coord.xyxy;531 // And these for the searches, they indicate the ends of the loops:532 weight_varyings.offset_2 =533 smaa_info.rt_metrics.xxyy * vec4(-2.0, 2.0, -2.0, 2.0) * f32(SMAA_MAX_SEARCH_STEPS) +534 vec4(weight_varyings.offset_0.xz, weight_varyings.offset_1.yw);536 return weight_varyings;537}539#endif // SMAA_BLENDING_WEIGHT_CALCULATION541#ifdef SMAA_NEIGHBORHOOD_BLENDING543/**544 * Neighborhood Blending Vertex Shader545 */546@vertex547fn neighborhood_blending_vertex_main(@builtin(vertex_index) vertex_index: u32)548 -> NeighborhoodBlendingVaryings {549 let varyings = calculate_vertex_varyings(vertex_index);550 let offset = smaa_info.rt_metrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + varyings.tex_coord.xyxy;551 return NeighborhoodBlendingVaryings(552 vec4(varyings.clip_coord, 0.0, 1.0),553 offset,554 varyings.tex_coord555 );556}558#endif // SMAA_NEIGHBORHOOD_BLENDING560//-----------------------------------------------------------------------------561// Edge Detection Pixel Shaders (First Pass)563#ifdef SMAA_EDGE_DETECTION565/**566 * Luma Edge Detection567 *568 * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and569 * thus 'color_texture' should be a non-sRGB texture.570 */571@fragment572fn luma_edge_detection_fragment_main(in: EdgeDetectionVaryings) -> @location(0) vec4<f32> {573 // Calculate the threshold:574 // TODO: Predication.575 let threshold = vec2(SMAA_THRESHOLD);577 // Calculate luma:578 let weights = vec3(0.2126, 0.7152, 0.0722);579 let L = dot(textureSample(color_texture, color_sampler, in.tex_coord).rgb, weights);581 let Lleft = dot(textureSample(color_texture, color_sampler, in.offset_0.xy).rgb, weights);582 let Ltop = dot(textureSample(color_texture, color_sampler, in.offset_0.zw).rgb, weights);584 // We do the usual threshold:585 var delta: vec4<f32> = vec4(abs(L - vec2(Lleft, Ltop)), 0.0, 0.0);586 var edges = step(threshold, delta.xy);588 // Then discard if there is no edge:589 if (dot(edges, vec2(1.0)) == 0.0) {590 discard;591 }593 // Calculate right and bottom deltas:594 let Lright = dot(textureSample(color_texture, color_sampler, in.offset_1.xy).rgb, weights);595 let Lbottom = dot(textureSample(color_texture, color_sampler, in.offset_1.zw).rgb, weights);596 delta = vec4(delta.xy, abs(L - vec2(Lright, Lbottom)));598 // Calculate the maximum delta in the direct neighborhood:599 var max_delta = max(delta.xy, delta.zw);601 // Calculate left-left and top-top deltas:602 let Lleftleft = dot(textureSample(color_texture, color_sampler, in.offset_2.xy).rgb, weights);603 let Ltoptop = dot(textureSample(color_texture, color_sampler, in.offset_2.zw).rgb, weights);604 delta = vec4(delta.xy, abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop)));606 // Calculate the final maximum delta:607 max_delta = max(max_delta.xy, delta.zw);608 let final_delta = max(max_delta.x, max_delta.y);610 // Local contrast adaptation:611 edges *= step(vec2(final_delta), SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);613 return vec4(edges, 0.0, 1.0);614}616#endif // SMAA_EDGE_DETECTION618#ifdef SMAA_BLENDING_WEIGHT_CALCULATION620//-----------------------------------------------------------------------------621// Diagonal Search Functions623#ifndef SMAA_DISABLE_DIAG_DETECTION625/**626 * Allows to decode two binary values from a bilinear-filtered access.627 */628fn decode_diag_bilinear_access_2(in_e: vec2<f32>) -> vec2<f32> {629 // Bilinear access for fetching 'e' have a 0.25 offset, and we are630 // interested in the R and G edges:631 //632 // +---G---+-------+633 // | x o R x |634 // +-------+-------+635 //636 // Then, if one of these edge is enabled:637 // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0638 // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0639 //640 // This function will unpack the values (mad + mul + round):641 // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1642 var e = in_e;643 e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);644 return round(e);645}647fn decode_diag_bilinear_access_4(e: vec4<f32>) -> vec4<f32> {648 let e_rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);649 return round(vec4(e_rb.x, e.g, e_rb.y, e.a));650}652/**653 * These functions allows to perform diagonal pattern searches.654 */655fn search_diag_1(tex_coord: vec2<f32>, dir: vec2<f32>, e: ptr<function, vec2<f32>>) -> vec2<f32> {656 var coord = vec4(tex_coord, -1.0, 1.0);657 let t = vec3(smaa_info.rt_metrics.xy, 1.0);658 while (coord.z < f32(SMAA_MAX_SEARCH_STEPS_DIAG - 1u) && coord.w > 0.9) {659 coord = vec4(t * vec3(dir, 1.0) + coord.xyz, coord.w);660 *e = textureSampleLevel(edges_texture, edges_sampler, coord.xy, 0.0).rg;661 coord.w = dot(*e, vec2(0.5));662 }663 return coord.zw;664}666fn search_diag_2(tex_coord: vec2<f32>, dir: vec2<f32>, e: ptr<function, vec2<f32>>) -> vec2<f32> {667 var coord = vec4(tex_coord, -1.0, 1.0);668 coord.x += 0.25 * smaa_info.rt_metrics.x; // See @SearchDiag2Optimization669 let t = vec3(smaa_info.rt_metrics.xy, 1.0);670 while (coord.z < f32(SMAA_MAX_SEARCH_STEPS_DIAG - 1u) && coord.w > 0.9) {671 coord = vec4(t * vec3(dir, 1.0) + coord.xyz, coord.w);673 // @SearchDiag2Optimization674 // Fetch both edges at once using bilinear filtering:675 *e = textureSampleLevel(edges_texture, edges_sampler, coord.xy, 0.0).rg;676 *e = decode_diag_bilinear_access_2(*e);678 // Non-optimized version:679 // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;680 // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;682 coord.w = dot(*e, vec2(0.5));683 }684 return coord.zw;685}687/** 688 * Similar to SMAAArea, this calculates the area corresponding to a certain689 * diagonal distance and crossing edges 'e'.690 */691fn area_diag(dist: vec2<f32>, e: vec2<f32>, offset: f32) -> vec2<f32> {692 var tex_coord = vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;694 // We do a scale and bias for mapping to texel space:695 tex_coord = SMAA_AREATEX_PIXEL_SIZE * tex_coord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;697 // Diagonal areas are on the second half of the texture:698 tex_coord.x += 0.5;700 // Move to proper place, according to the subpixel offset:701 tex_coord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;703 // Do it!704 return textureSampleLevel(area_texture, edges_sampler, tex_coord, 0.0).rg;705}707/**708 * This searches for diagonal patterns and returns the corresponding weights.709 */710fn calculate_diag_weights(tex_coord: vec2<f32>, e: vec2<f32>, subsample_indices: vec4<f32>)711 -> vec2<f32> {712 var weights = vec2(0.0, 0.0);714 // Search for the line ends:715 var d = vec4(0.0);716 var end = vec2(0.0);717 if (e.r > 0.0) {718 let d_xz = search_diag_1(tex_coord, vec2(-1.0, 1.0), &end);719 d = vec4(d_xz.x, d.y, d_xz.y, d.w);720 d.x += f32(end.y > 0.9);721 } else {722 d = vec4(0.0, d.y, 0.0, d.w);723 }724 let d_yw = search_diag_1(tex_coord, vec2(1.0, -1.0), &end);725 d = vec4(d.x, d_yw.x, d.y, d_yw.y);727 if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3728 // Fetch the crossing edges:729 let coords = vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25) * smaa_info.rt_metrics.xyxy +730 tex_coord.xyxy;731 var c = vec4(732 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2(-1, 0)).rg,733 textureSampleLevel(edges_texture, edges_sampler, coords.zw, 0.0, vec2( 1, 0)).rg,734 );735 let c_yxwz = decode_diag_bilinear_access_4(c.xyzw);736 c = c_yxwz.yxwz;738 // Non-optimized version:739 // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);740 // float4 c;741 // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;742 // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;743 // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;744 // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;746 // Merge crossing edges at each side into a single value:747 var cc = vec2(2.0) * c.xz + c.yw;749 // Remove the crossing edge if we didn't found the end of the line:750 cc = select(cc, vec2(0.0, 0.0), vec2<bool>(step(vec2(0.9), d.zw)));752 // Fetch the areas for this line:753 weights += area_diag(d.xy, cc, subsample_indices.z);754 }756 // Search for the line ends:757 let d_xz = search_diag_2(tex_coord, vec2(-1.0, -1.0), &end);758 if (textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0, vec2(1, 0)).r > 0.0) {759 let d_yw = search_diag_2(tex_coord, vec2(1.0, 1.0), &end);760 d = vec4(d_xz.x, d_yw.x, d_xz.y, d_yw.y);761 d.y += f32(end.y > 0.9);762 } else {763 d = vec4(d_xz.x, 0.0, d_xz.y, 0.0);764 }766 if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3767 // Fetch the crossing edges:768 let coords = vec4(-d.x, -d.x, d.y, d.y) * smaa_info.rt_metrics.xyxy + tex_coord.xyxy;769 let c = vec4(770 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2(-1, 0)).g,771 textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0, vec2( 0, -1)).r,772 textureSampleLevel(edges_texture, edges_sampler, coords.zw, 0.0, vec2( 1, 0)).gr,773 );774 var cc = vec2(2.0) * c.xz + c.yw;776 // Remove the crossing edge if we didn't found the end of the line:777 cc = select(cc, vec2(0.0, 0.0), vec2<bool>(step(vec2(0.9), d.zw)));779 // Fetch the areas for this line:780 weights += area_diag(d.xy, cc, subsample_indices.w).gr;781 }783 return weights;784}786#endif // SMAA_DISABLE_DIAG_DETECTION788//-----------------------------------------------------------------------------789// Horizontal/Vertical Search Functions791/**792 * This allows to determine how much length should we add in the last step793 * of the searches. It takes the bilinearly interpolated edge (see 794 * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and795 * crossing edges are active.796 */797fn search_length(e: vec2<f32>, offset: f32) -> f32 {798 // The texture is flipped vertically, with left and right cases taking half799 // of the space horizontally:800 var scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);801 var bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);803 // Scale and bias to access texel centers:804 scale += vec2(-1.0, 1.0);805 bias += vec2( 0.5, -0.5);807 // Convert from pixel coordinates to texcoords:808 // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)809 scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;810 bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;812 // Lookup the search texture:813 return textureSampleLevel(search_texture, edges_sampler, scale * e + bias, 0.0).r;814}816/**817 * Horizontal/vertical search functions for the 2nd pass.818 */819fn search_x_left(in_tex_coord: vec2<f32>, end: f32) -> f32 {820 var tex_coord = in_tex_coord;822 /**823 * @PSEUDO_GATHER4824 * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to825 * sample between edge, thus fetching four edges in a row.826 * Sampling with different offsets in each direction allows to disambiguate827 * which edges are active from the four fetched ones.828 */829 var e = vec2(0.0, 1.0);830 while (tex_coord.x > end &&831 e.g > 0.8281 && // Is there some edge not activated?832 e.r == 0.0) { // Or is there a crossing edge that breaks the line?833 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;834 tex_coord += -vec2(2.0, 0.0) * smaa_info.rt_metrics.xy;835 }836 let offset = -(255.0 / 127.0) * search_length(e, 0.0) + 3.25;837 return smaa_info.rt_metrics.x * offset + tex_coord.x;838}840fn search_x_right(in_tex_coord: vec2<f32>, end: f32) -> f32 {841 var tex_coord = in_tex_coord;843 var e = vec2(0.0, 1.0);844 while (tex_coord.x < end &&845 e.g > 0.8281 && // Is there some edge not activated?846 e.r == 0.0) { // Or is there a crossing edge that breaks the line?847 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;848 tex_coord += vec2(2.0, 0.0) * smaa_info.rt_metrics.xy;849 }850 let offset = -(255.0 / 127.0) * search_length(e, 0.5) + 3.25;851 return -smaa_info.rt_metrics.x * offset + tex_coord.x;852}854fn search_y_up(in_tex_coord: vec2<f32>, end: f32) -> f32 {855 var tex_coord = in_tex_coord;857 var e = vec2(1.0, 0.0);858 while (tex_coord.y > end &&859 e.r > 0.8281 && // Is there some edge not activated?860 e.g == 0.0) { // Or is there a crossing edge that breaks the line?861 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;862 tex_coord += -vec2(0.0, 2.0) * smaa_info.rt_metrics.xy;863 }864 let offset = -(255.0 / 127.0) * search_length(e.gr, 0.0) + 3.25;865 return smaa_info.rt_metrics.y * offset + tex_coord.y;866}868fn search_y_down(in_tex_coord: vec2<f32>, end: f32) -> f32 {869 var tex_coord = in_tex_coord;871 var e = vec2(1.0, 0.0);872 while (tex_coord.y < end &&873 e.r > 0.8281 && // Is there some edge not activated?874 e.g == 0.0) { // Or is there a crossing edge that breaks the line?875 e = textureSampleLevel(edges_texture, edges_sampler, tex_coord, 0.0).rg;876 tex_coord += vec2(0.0, 2.0) * smaa_info.rt_metrics.xy;877 }878 let offset = -(255.0 / 127.0) * search_length(e.gr, 0.5) + 3.25;879 return -smaa_info.rt_metrics.y * offset + tex_coord.y;880}882/** 883 * Ok, we have the distance and both crossing edges. So, what are the areas884 * at each side of current edge?885 */886fn area(dist: vec2<f32>, e1: f32, e2: f32, offset: f32) -> vec2<f32> {887 // Rounding prevents precision errors of bilinear filtering:888 var tex_coord = SMAA_AREATEX_MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + dist;890 // We do a scale and bias for mapping to texel space:891 tex_coord = SMAA_AREATEX_PIXEL_SIZE * tex_coord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;893 // Move to proper place, according to the subpixel offset:894 tex_coord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;896 // Do it!897 return textureSample(area_texture, edges_sampler, tex_coord).rg;898}900//-----------------------------------------------------------------------------901// Corner Detection Functions903fn detect_horizontal_corner_pattern(weights: vec2<f32>, tex_coord: vec4<f32>, d: vec2<f32>)904 -> vec2<f32> {905#ifndef SMAA_DISABLE_CORNER_DETECTION906 let left_right = step(d.xy, d.yx);907 var rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;909 rounding /= left_right.x + left_right.y; // Reduce blending for pixels in the center of a line.911 var factor = vec2(1.0, 1.0);912 factor.x -= rounding.x *913 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(0, 1)).r;914 factor.x -= rounding.y *915 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(1, 1)).r;916 factor.y -= rounding.x *917 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(0, -2)).r;918 factor.y -= rounding.y *919 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(1, -2)).r;921 return weights * saturate(factor);922#else // SMAA_DISABLE_CORNER_DETECTION923 return weights;924#endif // SMAA_DISABLE_CORNER_DETECTION925}927fn detect_vertical_corner_pattern(weights: vec2<f32>, tex_coord: vec4<f32>, d: vec2<f32>)928 -> vec2<f32> {929#ifndef SMAA_DISABLE_CORNER_DETECTION930 let left_right = step(d.xy, d.yx);931 var rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;933 rounding /= left_right.x + left_right.y;935 var factor = vec2(1.0, 1.0);936 factor.x -= rounding.x *937 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2( 1, 0)).g;938 factor.x -= rounding.y *939 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2( 1, 1)).g;940 factor.y -= rounding.x *941 textureSampleLevel(edges_texture, edges_sampler, tex_coord.xy, 0.0, vec2(-2, 0)).g;942 factor.y -= rounding.y *943 textureSampleLevel(edges_texture, edges_sampler, tex_coord.zw, 0.0, vec2(-2, 1)).g;945 return weights * saturate(factor);946#else // SMAA_DISABLE_CORNER_DETECTION947 return weights;948#endif // SMAA_DISABLE_CORNER_DETECTION949}951//-----------------------------------------------------------------------------952// Blending Weight Calculation Pixel Shader (Second Pass)954@fragment955fn blending_weight_calculation_fragment_main(in: BlendingWeightCalculationVaryings)956 -> @location(0) vec4<f32> {957 let subsample_indices = vec4(0.0); // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.959 var weights = vec4(0.0);961 var e = textureSample(edges_texture, edges_sampler, in.tex_coord).rg;963 if (e.g > 0.0) { // Edge at north964#ifndef SMAA_DISABLE_DIAG_DETECTION965 // Diagonals have both north and west edges, so searching for them in966 // one of the boundaries is enough.967 weights = vec4(calculate_diag_weights(in.tex_coord, e, subsample_indices), weights.ba);969 // We give priority to diagonals, so if we find a diagonal we skip 970 // horizontal/vertical processing.971 if (weights.r + weights.g != 0.0) {972 return weights;973 }974#endif // SMAA_DISABLE_DIAG_DETECTION976 var d: vec2<f32>;978 // Find the distance to the left:979 var coords: vec3<f32>;980 coords.x = search_x_left(in.offset_0.xy, in.offset_2.x);981 // in.offset_1.y = in.tex_coord.y - 0.25 * smaa_info.rt_metrics.y (@CROSSING_OFFSET)982 coords.y = in.offset_1.y;983 d.x = coords.x;985 // Now fetch the left crossing edges, two at a time using bilinear986 // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to987 // discern what value each edge has:988 let e1 = textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0).r;990 // Find the distance to the right:991 coords.z = search_x_right(in.offset_0.zw, in.offset_2.y);992 d.y = coords.z;994 // We want the distances to be in pixel units (doing this here allow to995 // better interleave arithmetic and memory accesses):996 d = abs(round(smaa_info.rt_metrics.zz * d - in.position.xx));998 // SMAAArea below needs a sqrt, as the areas texture is compressed999 // quadratically:1000 let sqrt_d = sqrt(d);1002 // Fetch the right crossing edges:1003 let e2 = textureSampleLevel(1004 edges_texture, edges_sampler, coords.zy, 0.0, vec2<i32>(1, 0)).r;1006 // Ok, we know how this pattern looks like, now it is time for getting1007 // the actual area:1008 weights = vec4(area(sqrt_d, e1, e2, subsample_indices.y), weights.ba);1010 // Fix corners:1011 coords.y = in.tex_coord.y;1012 weights = vec4(1013 detect_horizontal_corner_pattern(weights.rg, coords.xyzy, d),1014 weights.ba1015 );1016 }1018 if (e.r > 0.0) { // Edge at west1019 var d: vec2<f32>;1021 // Find the distance to the top:1022 var coords: vec3<f32>;1023 coords.y = search_y_up(in.offset_1.xy, in.offset_2.z);1024 // in.offset_1.x = in.tex_coord.x - 0.25 * smaa_info.rt_metrics.x1025 coords.x = in.offset_0.x;1026 d.x = coords.y;1028 // Fetch the top crossing edges:1029 let e1 = textureSampleLevel(edges_texture, edges_sampler, coords.xy, 0.0).g;1031 // Find the distance to the bottom:1032 coords.z = search_y_down(in.offset_1.zw, in.offset_2.w);1033 d.y = coords.z;1035 // We want the distances to be in pixel units:1036 d = abs(round(smaa_info.rt_metrics.ww * d - in.position.yy));1038 // SMAAArea below needs a sqrt, as the areas texture is compressed1039 // quadratically:1040 let sqrt_d = sqrt(d);1042 // Fetch the bottom crossing edges:1043 let e2 = textureSampleLevel(1044 edges_texture, edges_sampler, coords.xz, 0.0, vec2<i32>(0, 1)).g;1046 // Get the area for this direction:1047 weights = vec4(weights.rg, area(sqrt_d, e1, e2, subsample_indices.x));1049 // Fix corners:1050 coords.x = in.tex_coord.x;1051 weights = vec4(weights.rg, detect_vertical_corner_pattern(weights.ba, coords.xyxz, d));1052 }1054 return weights;1055}1057#endif // SMAA_BLENDING_WEIGHT_CALCULATION1059#ifdef SMAA_NEIGHBORHOOD_BLENDING1061//-----------------------------------------------------------------------------1062// Neighborhood Blending Pixel Shader (Third Pass)1064@fragment1065fn neighborhood_blending_fragment_main(in: NeighborhoodBlendingVaryings) -> @location(0) vec4<f32> {1066 // Fetch the blending weights for current pixel:1067 let a = vec4(1068 textureSample(blend_texture, blend_sampler, in.offset.xy).a, // Right1069 textureSample(blend_texture, blend_sampler, in.offset.zw).g, // Top1070 textureSample(blend_texture, blend_sampler, in.tex_coord).zx, // Bottom / Left1071 );1073 // Is there any blending weight with a value greater than 0.0?1074 if (dot(a, vec4(1.0)) < 1.0e-5) {1075 let color = textureSampleLevel(color_texture, blend_sampler, in.tex_coord, 0.0);1076 // TODO: Reprojection1077 return color;1078 } else {1079 let h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)1081 // Calculate the blending offsets:1082 var blending_offset = vec4(0.0, a.y, 0.0, a.w);1083 var blending_weight = a.yw;1084 blending_offset = select(blending_offset, vec4(a.x, 0.0, a.z, 0.0), h);1085 blending_weight = select(blending_weight, a.xz, h);1086 blending_weight /= dot(blending_weight, vec2(1.0));1088 // Calculate the texture coordinates:1089 let blending_coord =1090 blending_offset * vec4(smaa_info.rt_metrics.xy, -smaa_info.rt_metrics.xy) +1091 in.tex_coord.xyxy;1093 // We exploit bilinear filtering to mix current pixel with the chosen1094 // neighbor:1095 var color = blending_weight.x *1096 textureSampleLevel(color_texture, blend_sampler, blending_coord.xy, 0.0);1097 color += blending_weight.y *1098 textureSampleLevel(color_texture, blend_sampler, blending_coord.zw, 0.0);1100 // TODO: Reprojection1102 return color;1103 }1104}1106#endif // SMAA_NEIGHBORHOOD_BLENDING