// Pass-2: AA on Texture // Note: gcv_FboTexCoord is in center of sample pixels. vec2 texCoord = gcv_FboTexCoord.st; float sampleCount = gcu_FboTexSize.z; vec2 tsize = gcu_FboTexSize.xy; // tex size vec2 psize = 1.0 / gcu_FboTexSize.xy; // pixel size // mix(x,y,a): x*(1-a) + y*a // // bilinear filtering includes 2 mix: // // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio // // so we can use the build in mix function for these 2 computations ;-) // vec2 uv_ratio = fract(texCoord*tsize); // texCoord*tsize - floor(texCoord*tsize); // Just poles (NW, SW, ..) float pixelCount = 2 * sampleCount; // sampleCount [0, 1, 3, 5, 7] are undefined! float layerCount = ( sampleCount / 2.0 ); // sum of all integer [layerCount .. 1] -> Gauss float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 ); vec4 t, p1, p2, p3, p4; // Layer-1: SampleCount 2 -> 4x p1 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW p2 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 0.5))); // SW p3 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 0.5))); // SE p4 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -0.5))); // NE p1 = mix( p1, p4, uv_ratio.x); p2 = mix( p2, p3, uv_ratio.x); t = mix ( p1, p2, uv_ratio.y ); t *= (layerCount - 0.0) / ( denom ); // weight layer 1 if( sampleCount > 2.0 ) { // Layer-2: SampleCount 4 -> +4x = 8p p1 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -1.5))); // NW p2 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 1.5))); // SW p3 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 1.5))); // SE p4 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -1.5))); // NE p1 = mix( p1, p4, uv_ratio.x); p2 = mix( p2, p3, uv_ratio.x); p3 = mix ( p1, p2, uv_ratio.y ); t += p3 * (layerCount - 1) / ( denom ); // weight layer 2 if( sampleCount > 4.0 ) { // Layer-3: SampleCount 6 -> +4 = 12p p1 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, -2.5))); // NW p2 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, 2.5))); // SW p3 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, 2.5))); // SE p4 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, -2.5))); // NE p1 = mix( p1, p4, uv_ratio.x); p2 = mix( p2, p3, uv_ratio.x); p3 = mix ( p1, p2, uv_ratio.y ); t += p3 * (layerCount - 2) / ( denom ); // weight layer 3 if( sampleCount > 6.0 ) { // Layer-4: SampleCount 8 -> +4 = 16p p1 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, -3.5))); // NW p2 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, 3.5))); // SW p3 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, 3.5))); // SE p4 = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, -3.5))); // NE p1 = mix( p1, p4, uv_ratio.x); p2 = mix( p2, p3, uv_ratio.x); p3 = mix ( p1, p2, uv_ratio.y ); t += p3 * (layerCount - 3) / ( denom ); // weight layer 4 } } } #if USE_DISCARD if( 0.0 == t.w ) { discard; // discard freezes NV tegra2 compiler } else { mgl_FragColor = t; } #else mgl_FragColor = t; #endif