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July 20, 2025 04:04
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at the 7th try i think
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| /* | |
| =============================================================================== | |
| ACRD: Contrast Analysis and Directional Reconstruction v1.2 | |
| =============================================================================== | |
| High-performance post-processing anti-aliasing that detects edges using | |
| luminance analysis and smooths them through directional reconstruction. | |
| Algorithm Overview: | |
| 1. Detects edges by calculating local contrast with minimal initial sampling | |
| 2. Uses Sobel gradient to determine precise edge direction | |
| 3. Samples along the edge to reconstruct smoothed color | |
| 4. Blends result based on detected contrast intensity | |
| Key Optimizations: | |
| - Early exit: avoids processing in flat areas (5 vs 9 samples) | |
| - Directional sampling: only smooths in the correct edge direction | |
| - Runtime control: uniform parameters allow real-time adjustment | |
| =============================================================================== | |
| */ | |
| #version 330 core | |
| precision mediump float; | |
| in vec2 uv; | |
| uniform sampler2D screenTexture; | |
| uniform vec2 texelSize; // vec2(1.0/width, 1.0/height) | |
| // Quality controls (adjustable at runtime) | |
| uniform float u_edge_threshold; // [0.03-0.125] Detection sensitivity | |
| uniform float u_subpixel_offset; // [0.25-0.75] Sampling distance (recommended: 0.5) | |
| out vec4 fragColor; | |
| // Standard Rec. 709 luminance coefficients | |
| const vec3 LUMA_WEIGHTS = vec3(0.2126, 0.7152, 0.0722); | |
| void main() | |
| { | |
| /* | |
| PHASE 1: INITIAL EDGE DETECTION | |
| =============================== | |
| Minimal sampling to detect if we're on a potential edge. | |
| Only uses the 5 cardinal pixels (center + N,S,E,W) for optimization. | |
| */ | |
| vec3 colorCenter = texture(screenTexture, uv).rgb; | |
| float lumaCenter = dot(colorCenter, LUMA_WEIGHTS); | |
| // Sample cardinal neighbors | |
| float lumaN = dot(texture(screenTexture, uv + vec2(0.0, texelSize.y)).rgb, LUMA_WEIGHTS); | |
| float lumaS = dot(texture(screenTexture, uv + vec2(0.0, -texelSize.y)).rgb, LUMA_WEIGHTS); | |
| float lumaE = dot(texture(screenTexture, uv + vec2(texelSize.x, 0.0)).rgb, LUMA_WEIGHTS); | |
| float lumaW = dot(texture(screenTexture, uv + vec2(-texelSize.x, 0.0)).rgb, LUMA_WEIGHTS); | |
| // Calculate local contrast | |
| float lumaMin = min(lumaCenter, min(lumaN, min(lumaS, min(lumaE, lumaW)))); | |
| float lumaMax = max(lumaCenter, max(lumaN, max(lumaS, max(lumaE, lumaW)))); | |
| float contrast = lumaMax - lumaMin; | |
| // Early exit for flat areas | |
| if (contrast < u_edge_threshold) { | |
| fragColor = vec4(colorCenter, 1.0); | |
| return; | |
| } | |
| /* | |
| PHASE 2: COMPLETE DIRECTIONAL ANALYSIS | |
| ====================================== | |
| Once edge is confirmed, invest in full 8-neighbor sampling | |
| to calculate precise direction using Sobel operator. | |
| */ | |
| // Sample diagonal corners | |
| float lumaNW = dot(texture(screenTexture, uv + vec2(-texelSize.x, texelSize.y)).rgb, LUMA_WEIGHTS); | |
| float lumaNE = dot(texture(screenTexture, uv + vec2(texelSize.x, texelSize.y)).rgb, LUMA_WEIGHTS); | |
| float lumaSW = dot(texture(screenTexture, uv + vec2(-texelSize.x, -texelSize.y)).rgb, LUMA_WEIGHTS); | |
| float lumaSE = dot(texture(screenTexture, uv + vec2(texelSize.x, -texelSize.y)).rgb, LUMA_WEIGHTS); | |
| // Sobel operator for gradient detection | |
| float sobelX = -lumaNW - 2.0 * lumaW - lumaSW + lumaNE + 2.0 * lumaE + lumaSE; | |
| float sobelY = -lumaSW - 2.0 * lumaS - lumaSE + lumaNW + 2.0 * lumaN + lumaNE; | |
| // Gradient points perpendicular to edge, rotate 90° to get edge direction | |
| vec2 edgeDirection = normalize(vec2(-sobelY, sobelX)); | |
| /* | |
| PHASE 3: DIRECTIONAL RECONSTRUCTION | |
| =================================== | |
| Sample along the detected edge and average to smooth aliasing. | |
| */ | |
| vec2 sampleOffset = edgeDirection * texelSize * u_subpixel_offset; | |
| // Symmetric samples along the edge | |
| vec3 colorA = texture(screenTexture, uv + sampleOffset).rgb; | |
| vec3 colorB = texture(screenTexture, uv - sampleOffset).rgb; | |
| vec3 reconstructedColor = (colorA + colorB) * 0.5; | |
| /* | |
| PHASE 4: ADAPTIVE BLENDING | |
| ========================== | |
| Blend original with reconstructed based on contrast strength. | |
| Preserves fine details while smoothing pronounced edges. | |
| */ | |
| // Smooth blend factor based on contrast strength | |
| float blendFactor = smoothstep(u_edge_threshold, u_edge_threshold * 2.0, contrast); | |
| vec3 finalColor = mix(colorCenter, reconstructedColor, blendFactor); | |
| fragColor = vec4(finalColor, 1.0); | |
| } |
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