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2026-03-08 15:30:46 -05:00

55 lines
1.9 KiB
HLSL

float4 texture2D_AA(in Texture2D tex, in sampler texSampler, in float2 uv)
{
// Texture antialiasing
//
// The texture coordinates are modified so that the bilinear filter will be one pixel width wide instead of one texel width.
// Get the UV deltas
float2 dUVdx = ddx(uv) * TEXTURE_DIMENSIONS.xy;
float2 dUVdy = ddy(uv) * TEXTURE_DIMENSIONS.xy;
float2 dU = float2(dUVdx.x, dUVdy.x);
float2 dV = float2(dUVdx.y, dUVdy.y);
float duUV = sqrt(dot(dU, dU));
float dvUV = sqrt(dot(dV, dV));
// Determine mip map LOD
float d = max(dot(dUVdx, dUVdx), dot(dUVdy, dUVdy));
float mipLevel = .5f * log2(d);
mipLevel = mipLevel + .5f; // Mip bias to reduce aliasing
mipLevel = clamp(mipLevel, 0.0f, TEXTURE_DIMENSIONS.z);
float2 uvModified;
if( mipLevel >= 1.0f)
{
uvModified = uv;
}
else
{
// First scale the uv so that each texel has a uv range of [0,1]
float2 texelUV = frac(uv * TEXTURE_DIMENSIONS.xy);
// Initially set uvModified to the floor of the texel position
uvModified = (uv * TEXTURE_DIMENSIONS.xy) - texelUV;
// Modify the texelUV to push the uvs toward the edges.
// | | | |
// | _/ | | / |
// Change | U _/ | to | U ___/ |
// | _/ | | / |
// | / | | / |
// | X | | X |
float scalerU = 1.0f / (duUV);
float scalerV = 1.0f / (dvUV);
float2 scaler = max(float2(scalerU, scalerV), 1.0f);
texelUV = clamp(texelUV * scaler, 0.0f, .5f) + clamp(texelUV*scaler - (scaler - .5f), 0.0f, .5f);
uvModified += texelUV;
uvModified /= TEXTURE_DIMENSIONS.xy;
}
float4 diffuse = tex.Sample(TextureSampler0, uvModified);
return diffuse;
}