Added FXAA post-processing
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample: https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
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11 changed files with 897 additions and 1 deletions
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src/gl/shaders/gl_fxaashader.cpp
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src/gl/shaders/gl_fxaashader.cpp
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Alexey Lysiuk
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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//
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// Fast approXimate Anti-Aliasing (FXAA) post-processing
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//
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_fxaashader.h"
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EXTERN_CVAR(Int, gl_fxaa)
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void FFXAALumaShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/fxaa");
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mShader.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(mShader, "InputTexture");
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}
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mShader.Bind();
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}
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static int GetMaxVersion()
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{
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return gl.glslversion >= 4.f ? 400 : 330;
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}
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static FString GetDefines()
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{
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int quality;
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switch (gl_fxaa)
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{
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default:
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case FFXAAShader::Low: quality = 10; break;
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case FFXAAShader::Medium: quality = 12; break;
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case FFXAAShader::High: quality = 29; break;
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case FFXAAShader::Extreme: quality = 39; break;
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}
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const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
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// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
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// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
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FString result;
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result.Format(
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"#define FXAA_QUALITY__PRESET %i\n"
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"#define FXAA_GATHER4_ALPHA %i\n",
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quality, gatherAlpha);
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return result;
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}
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void FFXAAShader::Bind()
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{
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assert(gl_fxaa > 0 && gl_fxaa < Count);
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FShaderProgram &shader = mShaders[gl_fxaa];
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if (!shader)
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{
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const FString defines = GetDefines();
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const int maxVersion = GetMaxVersion();
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", defines, maxVersion);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/fxaa");
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shader.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(shader, "InputTexture");
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ReciprocalResolution.Init(shader, "ReciprocalResolution");
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}
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shader.Bind();
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}
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