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MinecraftLegends/Win32.DX11.Release/data/shaders/glsl/util.h
T
2026-03-08 15:34:38 -05:00

59 lines
2.0 KiB
C

#if __VERSION__ >= 300
#include "shaders/uniformShaderConstants.h"
vec4 texture2D_AA(in sampler2D tex, in highp vec2 uv)
{
// Texture antialiasing
//
// The texture coordinates are modified so that the bilinear filter will be one pixel wide instead of one texel wide.
// Get the UV deltas
highp vec2 dUVdx = dFdx(uv) * TEXTURE_DIMENSIONS.xy;
highp vec2 dUVdy = dFdy(uv) * TEXTURE_DIMENSIONS.xy;
highp vec2 dU = vec2(dUVdx.x, dUVdy.x);
highp vec2 dV = vec2(dUVdx.y, dUVdy.y);
highp float duUV = sqrt(dot(dU, dU));
highp float dvUV = sqrt(dot(dV, dV));
// Determine mip map LOD
highp float d = max(dot(dUVdx, dUVdx), dot(dUVdy, dUVdy));
highp float mipLevel = .5 * log2(d);
mipLevel = mipLevel + .5; // Mip bias to reduce aliasing
mipLevel = clamp(mipLevel, 0.0, TEXTURE_DIMENSIONS.z);
highp vec2 uvModified;
if( mipLevel >= 1.0)
{
uvModified = uv;
}
else
{
// First scale the uv so that each texel has a uv range of [0,1]
highp vec2 texelUV = fract(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 |
highp float scalerU = 1.0 / (duUV);
highp float scalerV = 1.0 / (dvUV);
highp vec2 scaler = max(vec2(scalerU, scalerV), 1.0);
texelUV = clamp(texelUV * scaler, 0.0, .5) + clamp(texelUV*scaler - (scaler - .5), 0.0, .5);
uvModified += texelUV;
uvModified /= TEXTURE_DIMENSIONS.xy;
}
vec4 diffuse = texture2D(tex, uvModified);
return diffuse;
}
#endif //__VERSION__ >= 300