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Add screen space AA option, with FXAA implementation.
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@@ -48,6 +48,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
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float exposure;
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float white;
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float auto_exposure_grey;
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vec2 pixel_size;
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bool use_fxaa;
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uint pad;
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}
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params;
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@@ -255,16 +259,63 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
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return texture(correction_tex, color).rgb;
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}
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vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbM = color;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) *
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params.pixel_size;
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vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
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vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
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textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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return rgbA;
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else
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return rgbB;
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}
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void main() {
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vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
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// Exposure
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float exposure = params.exposure;
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if (params.use_auto_exposure) {
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color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
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exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
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}
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color *= params.exposure;
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color *= exposure;
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// Early Tonemap & SRGB Conversion
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@@ -274,6 +325,9 @@ void main() {
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color.rgb = mix(color.rgb, glow, params.glow_intensity);
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}
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if (params.use_fxaa) {
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color = do_fxaa(color, exposure, uv_interp);
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}
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color = apply_tonemapping(color, params.white);
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color = linear_to_srgb(color); // regular linear -> SRGB conversion
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