1 //! Input ray-traced image.
2 uniform sampler2D uFSAAInputTexture;
4 //! Number of accumulated FSAA samples.
7 //! Output pixel color.
10 #define LUM_DIFFERENCE 0.085f
12 // =======================================================================
15 // =======================================================================
20 int aPixelX = int (gl_FragCoord.x);
21 int aPixelY = int (gl_FragCoord.y);
23 // Adjust FLIPTRI pattern used for adaptive FSAA
24 float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));
25 float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));
27 vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);
28 vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);
29 vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);
31 vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0);
32 vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0);
33 vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0);
35 vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0);
36 vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0);
37 vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0);
39 float aLum = dot (LUMA, aClr0.xyz);
41 bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE ||
42 abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE ||
43 abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE ||
44 abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE ||
45 abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE ||
46 abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||
47 abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||
48 abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;
52 aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||
53 abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE ||
54 abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE ||
55 abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE ||
56 abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE ||
57 abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE ||
58 abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE ||
59 abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE;
66 SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));
68 vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);
70 aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,
71 aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,
72 aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);
74 aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);