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Add new FXAA filter.
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4 changed files with 89 additions and 0 deletions
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@ -48,6 +48,7 @@ namespace DefaultPlugin {
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new PluginModule( PluginModuleType.MapRenderer, typeof( StandardMapRenderer ) ),
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new PluginModule( PluginModuleType.PostProcessingShader, typeof( GrayscaleFilter ) ),
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new PluginModule( PluginModuleType.PostProcessingShader, typeof( FXAAFilter ) ),
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new PluginModule( PluginModuleType.NetworkProcessor, typeof( ClassicNetworkProcessor ) ),
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new PluginModule( PluginModuleType.BlockInfo, typeof( ClassicBlockInfo ) ),
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@ -60,6 +60,7 @@
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<Compile Include="Network\ClassicNetwork.cs" />
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<Compile Include="Network\ClassicNetwork.Wom.cs" />
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<Compile Include="Renderers\PickingRenderer.cs" />
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<Compile Include="Shaders\FXAAFilter.cs" />
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<Compile Include="Shaders\GrayscaleFilter.cs" />
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<Compile Include="StandardChunkMeshBuilder.cs" />
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<Compile Include="DefaultCommands.cs" />
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86
DefaultPlugin/Shaders/FXAAFilter.cs
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86
DefaultPlugin/Shaders/FXAAFilter.cs
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@ -0,0 +1,86 @@
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using System;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace DefaultPlugin.Shaders {
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public sealed class FXAAFilter : PostProcessingShader {
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public FXAAFilter() : base() {
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FragmentSource = @"
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#version 130
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in vec2 out_texcoords;
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out vec4 final_colour;
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uniform sampler2D texScene;
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uniform vec2 invViewport;
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#define FXAA_REDUCE_MIN (1.0 / 128.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_SPAN_MAX 8.0
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void main() {
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vec2 fragCoord = out_texcoords / invViewport;
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vec2 inverseVP = invViewport;
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vec3 rgbNW = texture2D(texScene, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbNE = texture2D(texScene, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbSW = texture2D(texScene, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbSE = texture2D(texScene, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbM = texture2D(texScene, fragCoord * inverseVP).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir = vec2(
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture2D(texScene, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(texScene, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture2D(texScene, fragCoord * inverseVP + dir * -0.5).xyz +
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texture2D(texScene, fragCoord * inverseVP + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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final_colour = vec4(rgbA, 1.0);
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else
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final_colour = vec4(rgbB, 1.0);
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}
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";
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}
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int viewportLoc;
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protected override void GetLocations() {
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base.GetLocations();
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viewportLoc = GetUniformLocation( "invViewport" );
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}
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int width = 640, height = 480;
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protected override void EnableVertexAttribStates( int stride ) {
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base.EnableVertexAttribStates( stride );
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Vector2 invViewport = new Vector2( 1f / width, 1f / height );
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Console.WriteLine( invViewport );
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SetUniform( viewportLoc, ref invViewport );
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}
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protected override void RenderTargetResized( int newWidth, int newHeight ) {
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width = newWidth;
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height = newHeight;
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}
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}
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}
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@ -31,6 +31,7 @@ namespace ClassicalSharp.GraphicsAPI {
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if( shader.ProgramId <= 0 ) {
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shader.Init( api );
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}
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shader.RenderTargetResized( window.Width, window.Height );
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}
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void Resize( object sender, EventArgs e ) {
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