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@@ -0,0 +1,54 @@
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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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// 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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// Determine mip map LOD
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float d = max(dot(dUVdx, dUVdx), dot(dUVdy, dUVdy));
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float mipLevel = .5f * log2(d);
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mipLevel = mipLevel + .5f; // Mip bias to reduce aliasing
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mipLevel = clamp(mipLevel, 0.0f, TEXTURE_DIMENSIONS.z);
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float2 uvModified;
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if( mipLevel >= 1.0f)
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{
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uvModified = uv;
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}
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else
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{
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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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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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}
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float4 diffuse = tex.Sample(TextureSampler0, uvModified);
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return diffuse;
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}
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