mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-22 21:32:19 +01:00
81 lines
2.6 KiB
HLSL
81 lines
2.6 KiB
HLSL
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float4 texture2D_AA(in Texture2D tex, in sampler texSampler, in float2 uv)
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{
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// Texture antialiasing
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//
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// The texture coordinates are modified so that the bilinear filter will be one pixel width wide instead of one texel width.
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if (tex.CalculateLevelOfDetailUnclamped(TextureSampler0, uv) < -0.5f)
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{
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// Get the UV deltas
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float2 dUVdx = ddx(uv) * TEXTURE_DIMENSIONS.xy;
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float2 dUVdy = ddy(uv) * TEXTURE_DIMENSIONS.xy;
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float2 dU = float2(dUVdx.x, dUVdy.x);
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float2 dV = float2(dUVdx.y, dUVdy.y);
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float duUV = sqrt(dot(dU, dU));
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float dvUV = sqrt(dot(dV, dV));
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// First scale the uv so that each texel has a uv range of [0,1]
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float2 texelUV = frac(uv * TEXTURE_DIMENSIONS.xy);
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// Initially set uvModified to the floor of the texel position
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float2 uvModified = (uv * TEXTURE_DIMENSIONS.xy) - texelUV;
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// Modify the texelUV to push the uvs toward the edges.
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// | | | |
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// | _/ | | / |
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// Change | U _/ | to | U ___/ |
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// | _/ | | / |
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// | / | | / |
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// | X | | X |
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float scalerU = 1.0f / (duUV);
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float scalerV = 1.0f / (dvUV);
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float2 scaler = max(float2(scalerU, scalerV), 1.0f);
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texelUV = clamp(texelUV * scaler, 0.0f, .5f) + clamp(texelUV*scaler - (scaler - .5f), 0.0f, .5f);
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uvModified += texelUV;
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uvModified /= TEXTURE_DIMENSIONS.xy;
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// Update uv
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uv = uvModified;
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}
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return tex.Sample(TextureSampler0, uv);
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}
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float MakeDepthLinear(float z, float n, float f, bool scaleZ)
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{
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//Remaps z from [0, 1] to [-1, 1].
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if (scaleZ) {
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z = 2.f * z - 1.f;
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}
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return (2.f * n) / (f + n - z * (f - n));
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}
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float2 computeScreenOffsets(in float3 pos, in float4 data, in float4x4 worldViewProj)
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{
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float3 normal = data.xyz;
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float width = length(normal);
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float pixelScale = abs(data.w);
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float dir = (data.w < 0) ? -1.f : 1.f;
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float4 pos0 = float4(pos, 1.f);
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float4 pos1 = float4(pos + normal, 1.f);
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pos0 = mul(worldViewProj, pos0);
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pos1 = mul(worldViewProj, pos1);
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float2 screenNormal = (pos1.xy / pos1.w) - (pos0.xy / pos0.w);
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screenNormal = normalize(float2(-screenNormal.y, screenNormal.x));
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float w = dot(worldViewProj[3], float4(pos, 1.f));
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float pixelRadius = w * pixelScale;
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return screenNormal * (dir * width * pixelRadius);
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}
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// modulo that behaves like glsl (aka: like we actually expect)
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float mod(float x, float y)
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{
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return x - y * floor(x / y);
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} |