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- uniform sampler2D edgesMap;
- uniform sampler2D areaMap;
- #define MAX_SEARCH_STEPS 8.0
- #define MAX_DISTANCE 33.0
- out vec4 FragColor;
- /**
- * This one just returns the first level of a mip map chain, which allow us to
- * avoid the nasty ddx/ddy warnings, even improving the performance a little
- * bit.
- */
- vec4 tex2Doffset(sampler2D map, vec2 texcoord, vec2 offset) {
- return textureLod(map, texcoord + offset / screen, 0.0);
- }
- float SearchXLeft(vec2 texcoord) {
- // We compare with 0.9 to prevent bilinear access precision problems.
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) {
- e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0)).g;
- if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
- }
- float SearchXRight(vec2 texcoord) {
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) {
- e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0)).g;
- if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
- }
- float SearchYDown(vec2 texcoord) {
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) {
- e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0).yx).r;
- if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
- }
- float SearchYUp(vec2 texcoord) {
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) {
- e = tex2Doffset(edgesMap, texcoord, vec2(i, 0.0).yx).r;
- if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
- }
- vec2 round(vec2 invec) {
- return vec2(floor(abs(invec) + vec2(0.5)) * sign(invec));
- }
- vec2 Area(vec2 distance, float e1, float e2) {
- // * By dividing by areaSize - 1.0 below we are implicitely offsetting to
- // always fall inside of a pixel
- // * Rounding prevents bilinear access precision problems
- float areaSize = MAX_DISTANCE * 5.0;
- vec2 pixcoord = MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + distance;
- vec2 texcoord = pixcoord / (areaSize - 1.0);
- return textureLod(areaMap, texcoord, 0.0).ra;
- }
- void main() {
- vec4 areas = vec4(0.0);
- vec2 uv = gl_FragCoord.xy / screen;
- vec2 e = texture(edgesMap, uv).rg;
- if (e.g != 0.0) { // Edge at north
- // Search distances to the left and to the right:
- vec2 d = vec2(SearchXLeft(uv), SearchXRight(uv));
- // Now fetch the crossing edges. Instead of sampling between edgels, we
- // sample at 0.25, to be able to discern what value has each edgel:
- vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) / screen.xyxy + uv.xyxy;
- float e1 = textureLod(edgesMap, coords.xy, 0.0).r;
- float e2 = textureLod(edgesMap, coords.zw, 0.0).r;
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- areas.rg = Area(abs(d), e1, e2);
- }
- if (e.r != 0.0) { // Edge at west
- // Search distances to the top and to the bottom:
- vec2 d = vec2(SearchYUp(uv), SearchYDown(uv));
- // Now fetch the crossing edges (yet again):
- vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) / screen.xyxy + uv.xyxy;
- float e1 = textureLod(edgesMap, coords.xy, 0.0).g;
- float e2 = textureLod(edgesMap, coords.zw, 0.0).g;
- // Get the area for this direction:
- areas.ba = Area(abs(d), e1, e2);
- }
- FragColor = areas;
- }
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