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// Pass-2: AA on Texture
// Note: gcv_FboTexCoord is in center of sample pixels, origin is bottom left!
//
// Same as flipquad - but w/ rgss coordinates
#ifdef USE_FRUSTUM_CLIPPING
if( isOutsideMvFrustum(gcv_ClipCoord) ) {
#if USE_DISCARD
discard; // discard freezes NV tegra2 compiler
#else
mgl_FragColor = vec4(0);
#endif
} else
#endif
{
// float sample_count = gcu_FboTexSize.z;
vec2 psize = 1.0 / gcu_FboTexSize.xy; // pixel size
vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
vec2 modPos = mod(normFragCoord, 2.0);
float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
vec2 texCoord = gcv_FboTexCoord.st;
vec4 t;
// #define GetSample(texUnit, texCoord, psize, cx, cy, offX, offY) texture2D(texUnit, texCoord + psize * vec2(cx+offX, cy+offY))
#if SAMPLE_COUNT == 1
t = texture2D(gcu_FboTexUnit, texCoord);
#elif SAMPLE_COUNT < 4
// SampleCount 2 -> 2p
const float weight = 1.0 / 2.0;
const float edge = ( sample_count / 2.0 ) - 1.0;
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edge, edge, -0.5, 0.5)*weight; // center
t += GetSample(gcu_FboTexUnit, texCoord, psize, edge, -edge, 0.5, -0.5)*weight; // center
#elif SAMPLE_COUNT < 8
// SampleCount 4 -> 4p
const float weight = 1.0 / 4.0;
const float edgeS4_1Q = ( sample_count / 2.0 ) - 1.0;
if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -0.5, 0.5)*weight; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, -0.5, -0.5)*weight; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, 0.5, 0.5)*weight; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 0.5, -0.5)*weight; // lower-right [p4]
} else {
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -0.5, -0.5)*weight; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, -0.5, 0.5)*weight; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, 0.5, -0.5)*weight; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 0.5, 0.5)*weight; // upper-right [p1]
}
#else
// SampleCount 8 -> 16p
const float weight = 1.0 / 16.0;
const float edgeS4_1Q = 1.0;
if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -2.0-0.5, -2.0+0.5)*weight; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, -2.0-0.5, -2.0-0.5)*weight; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, -2.0-0.5, -2.0-0.5)*weight; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, -2.0-0.5, -2.0-0.5)*weight; // lower-right [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -2.0-0.5, 2.0-0.5)*weight; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, -2.0-0.5, 2.0+0.5)*weight; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, -2.0+0.5, 2.0-0.5)*weight; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, -2.0+0.5, 2.0+0.5)*weight; // upper-right [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, 2.0-0.5, -2.0-0.5)*weight; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, 2.0-0.5, -2.0+0.5)*weight; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, 2.0+0.5, -2.0-0.5)*weight; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 2.0+0.5, -2.0+0.5)*weight; // upper-right [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, 2.0-0.5, 2.0+0.5)*weight; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, 2.0-0.5, 2.0-0.5)*weight; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, 2.0-0.5, 2.0-0.5)*weight; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 2.0-0.5, 2.0-0.5)*weight; // lower-right [p4]
} else {
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -2.0-0.5, -2.0-0.5)*weight; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, -2.0-0.5, -2.0+0.5)*weight; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, -2.0+0.5, -2.0-0.5)*weight; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, -2.0+0.5, -2.0+0.5)*weight; // upper-right [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, -2.0-0.5, 2.0+0.5)*weight; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, -2.0-0.5, 2.0-0.5)*weight; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, -2.0-0.5, 2.0-0.5)*weight; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, -2.0-0.5, 2.0-0.5)*weight; // lower-right [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, 2.0-0.5, -2.0+0.5)*weight; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, 2.0-0.5, -2.0-0.5)*weight; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, 2.0-0.5, -2.0-0.5)*weight; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 2.0-0.5, -2.0-0.5)*weight; // lower-right [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeS4_1Q, 0.0, 2.0-0.5, 2.0-0.5)*weight; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edgeS4_1Q, 2.0-0.5, 2.0+0.5)*weight; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edgeS4_1Q, 2.0+0.5, 2.0-0.5)*weight; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeS4_1Q, 0.0, 2.0+0.5, 2.0+0.5)*weight; // upper-right [p1]
}
#endif
#if USE_DISCARD
if( 0.0 == t.w ) {
discard; // discard freezes NV tegra2 compiler
} else {
mgl_FragColor = t;
}
#else
mgl_FragColor = t;
#endif
}
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