diff options
| -rw-r--r-- | templates/glsl/shaders/shader.glsl | 23 |
1 files changed, 21 insertions, 2 deletions
diff --git a/templates/glsl/shaders/shader.glsl b/templates/glsl/shaders/shader.glsl index a271146..0fc172a 100644 --- a/templates/glsl/shaders/shader.glsl +++ b/templates/glsl/shaders/shader.glsl @@ -5,18 +5,37 @@ uniform float seconds = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform writeonly image2D output_image; +uniform float antialiasing = 0.28; +uniform bool enable_antialiasing = false; + float sample_noise(in vec2 p) { vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); return noise.x; } +vec3 image(vec2 uv) { + float v = sample_noise(uv); + vec3 color = mix(vec3(0), vec3(1), v); + return color; +} + +vec3 antialiased_image(vec2 uv) { + vec2 resolution = vec2(imageSize(output_image).xy); + float s = antialiasing / max(resolution.x, resolution.y); + vec3 sum = vec3(0); + int count = 0; + for (int i = -2; i < 2; i++) + for (int j = -2; j < 2; j++, count++) + sum += image(uv + vec2(i, j) * s); + return sum / count; +} + void main() { vec2 resolution = vec2(imageSize(output_image).xy); float aspect_ratio = resolution.y / resolution.x; vec2 uv = gl_GlobalInvocationID.xy * vec2(1.0, aspect_ratio) / resolution; - float v = sample_noise(uv); - vec3 color = mix(vec3(0), vec3(1), v); + vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); } |
