EG/RenderPipelineFile/rpplugins/smaa/shader/smaa_wrapper.inc.glsl
2025-12-12 16:16:15 +08:00

75 lines
2.4 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
// This file just sets a few defines and then includes the SMAA header
#define SMAA_GLSL_4
#define SMAA_RT_METRICS vec4(1.0 / WINDOW_WIDTH, 1.0 / WINDOW_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT)
// Get seleted SMAA quality
#if ENUM_V_ACTIVE(smaa, smaa_quality, low)
#define SMAA_PRESET_LOW
#elif ENUM_V_ACTIVE(smaa, smaa_quality, medium)
#define SMAA_PRESET_MEDIUM
#elif ENUM_V_ACTIVE(smaa, smaa_quality, high)
#define SMAA_PRESET_HIGH
#elif ENUM_V_ACTIVE(smaa, smaa_quality, ultra)
#define SMAA_PRESET_ULTRA
#else
#error Unkown smaa quality value!
#endif
// Include both Pixel and Vertex shader, because we do the vertex shader logic
// in the pixel shader.
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 1
#define SMAA_DECODE_VELOCITY(_sample) error, custom resolve pass
vec3 SMAA_GET_COLOR(vec3 _color) {
return _color;
}
vec4 SMAA_GET_COLOR(vec4 _color) {
return _color;
}
// Optionally enable smaa predication
// #define SMAA_PREDICATION 1
// #define SMAA_PREDICATION_SCALE 3.0
// #define SMAA_PREDICATION_THRESHOLD 0.00001
// SMAA defines its own saturate, make sure we don't run into conflicts
#ifdef saturate
#undef saturate
#endif
// Include the actual smaa header
#pragma include "SMAA.inc.glsl"