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HackSlash

[SOLVED] Anti-Aliasing and Deferred Rendering problem

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Hi all,

I've implemented deferred rendering using glsl and fbo's and I'm trying to implement the AA filter in the SBGAMES2005 tutorial but I'm getting weird results from it:



The pixel shader is just a straight conversion from the filter in the tutorial:

#version 120

varying vec2 texCoord;

uniform sampler2D colourTex;
uniform sampler2D normalTex;

uniform vec2 pixelSize = vec2(24,24);
uniform float weight = 0.8;

vec2 delta[8];

void main()
{
delta[0] = vec2(-1,1);
delta[1] = vec2(1,-1);
delta[2] = vec2(-1,1);
delta[3] = vec2(1,1);
delta[4] = vec2(-1,0);
delta[5] = vec2(1,0);
delta[6] = vec2(0,-1);
delta[7] = vec2(0,1);

vec4 tex = texture2D(normalTex, texCoord);
float factor = 0.0f;

for(int i=0; i < 4; ++i)
{
vec4 t = texture2D(normalTex, texCoord + delta*pixelSize);
t -= tex;
factor += dot(t,t);
}
factor = min(1.0,factor)*weight;

vec4 colour = vec4(0.0,0.0,0.0,0.0);

for(int i=0; i < 8; ++i)
colour += texture2D(colourTex, texCoord + delta*pixelSize*factor);

colour += 2.0 * texture2D(colourTex, texCoord);

gl_FragColor = colour*(1.0/10.0);
}


I'm not sure where I'm going wrong here, anyone got any ideas? I've tried changing the "pixelSize" and "weight" variables but they obviously don't change the result image.

[Edited by - HackSlash on July 10, 2010 10:22:26 AM]

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The line uniform vec2 pixelSize = vec2(24,24); seams wrong to me. Texture coords for samplers 2D range from 0.0 to 1.0, so with this pixel size you read outside the bounds of the texture (and with GL_REPEAT,you will have really awkward results).
Try something like pixelSize = vec2(1.0 / screenWidth, 1.0 / screenHeight).

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