Change MSAA to FXAA
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@ -5,11 +5,61 @@ in vec2 vTexCoords;
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uniform sampler2D scene;
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uniform sampler2D scene;
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uniform sampler2D bloomBlur;
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uniform sampler2D bloomBlur;
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uniform vec2 screenSize;
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//
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float FXAA_SPAN_MAX = 100.0f;
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//sila dzialania
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float FXAA_REDUCE_MUL = 1.0f/8.0f;
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//minimalna sila dzialania
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float FXAA_REDUCE_MIN = 1.0f/128.0f;
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vec3 fastAA()
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{
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vec2 screenTextureOffset = screenSize;
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vec3 luma = vec3(0.299f, 0.587f, 0.114f);
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vec3 offsetNW = texture(scene, vTexCoords.xy + (vec2(-1.0f, -1.0f) * screenTextureOffset)).xyz;
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vec3 offsetNE = texture(scene, vTexCoords.xy + (vec2(1.0f, -1.0f) * screenTextureOffset)).xyz;
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vec3 offsetSW = texture(scene, vTexCoords.xy + (vec2(-1.0f, 1.0f) * screenTextureOffset)).xyz;
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vec3 offsetSE = texture(scene, vTexCoords.xy + (vec2(1.0f, 1.0f) * screenTextureOffset)).xyz;
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vec3 offsetM = texture(scene, vTexCoords.xy).xyz;
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float lumaNW = dot(luma, offsetNW);
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float lumaNE = dot(luma, offsetNE);
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float lumaSW = dot(luma, offsetSW);
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float lumaSE = dot(luma, offsetSE);
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float lumaM = dot(luma, offsetNW);
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vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)),
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((lumaNW + lumaSW) - (lumaNE + lumaSE)));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (FXAA_REDUCE_MUL * 0.25f), FXAA_REDUCE_MIN);
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float dirCorrection = 1.0f / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX), dir * dirCorrection)) * screenTextureOffset;
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vec3 resultA = 0.5f * (texture(scene, vTexCoords.xy + (dir * vec2(1.0f / 3.0f - 0.5f))).xyz +
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texture(scene, vTexCoords.xy + (dir * vec2(2.0f / 3.0f - 0.5f))).xyz);
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vec3 resultB = resultA * 0.5f + 0.25f * (texture(scene, vTexCoords.xy + (dir * vec2(0.0f / 3.0f - 0.5f))).xyz +
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texture(scene, vTexCoords.xy + (dir * vec2(3.0f / 3.0f - 0.5f))).xyz);
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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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float lumaResultB = dot(luma, resultB);
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if(lumaResultB < lumaMin || lumaResultB > lumaMax)
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return vec3(resultA);
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else
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return vec3(resultB);
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}
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void main()
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void main()
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{
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{
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const float gamma = 0.8;
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const float gamma = 0.8;
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vec3 hdrColor = texture(scene, vTexCoords).rgb;
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vec3 hdrColor = fastAA(); //texture(scene, vTexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
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hdrColor += bloomColor;
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hdrColor += bloomColor;
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vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);
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vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);
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12
src/main.cpp
12
src/main.cpp
@ -567,6 +567,8 @@ void renderScene()
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cameraMatrix = createCameraMatrix();
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.01f, 1000.0f, frustumScale);
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perspectiveMatrix = Core::createPerspectiveMatrix(0.01f, 1000.0f, frustumScale);
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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double delta = time - lastTime;
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lastTime = time;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -634,9 +636,6 @@ void renderScene()
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//particlepart
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//particlepart
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glUseProgram(programParticle);
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glUseProgram(programParticle);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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double delta = time - lastTime;
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lastTime = time;
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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int newparticles = 0;
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int newparticles = 0;
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@ -962,6 +961,7 @@ void init()
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glUseProgram(programBloom);
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glUseProgram(programBloom);
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glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
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glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
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glUniform2f(glGetUniformLocation(programBloom, "screenSize"), 1.0f / SCR_WIDTH, 1.0f / SCR_HEIGHT);
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glUseProgram(0);
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glUseProgram(0);
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@ -1034,9 +1034,9 @@ int main(int argc, char** argv)
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SCR_WIDTH = screenWidth; SCR_HEIGHT = screenHeight;
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SCR_WIDTH = screenWidth; SCR_HEIGHT = screenHeight;
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glutInit(&argc, argv);
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glutInit(&argc, argv);
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glutSetOption(GLUT_MULTISAMPLE, 8);
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//glutSetOption(GLUT_MULTISAMPLE, 8);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glEnable(GL_MULTISAMPLE);
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//glEnable(GL_MULTISAMPLE);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glutInitWindowPosition(0, 0);
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glutInitWindowPosition(0, 0);
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