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Java™ Binding for the OpenGL® API (Android)
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// Pass-2: AA on Texture
// Note: gcv_FboTexCoord is in center of sample pixels, origin is bottom left!
float sampleCount = gcu_FboTexSize.z;
vec2 psize = 1.0 / gcu_FboTexSize.xy; // pixel size
// Just poles (NW, SW, ..)
float edge1H = sampleCount / 2.0;
float edge1T = sampleCount / 3.0;
float edgeTH = edge1H-edge1T;
vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
vec2 modPos = mod(normFragCoord, 2.0);
float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
vec2 texCoord = gcv_FboTexCoord.st;
vec4 t;
if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edge1H, edgeTH, 0.0, 0.0)*0.25; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeTH, -edge1H, 0.0, 0.0)*0.25; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeTH, edge1H, 0.0, 0.0)*0.25; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edge1H, -edgeTH, 0.0, 0.0)*0.25; // lower-right [p4]
} else {
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edge1H, -edgeTH, 0.0, 0.0)*0.25; // lower-left [p4]
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeTH, edge1H, 0.0, 0.0)*0.25; // upper-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeTH, -edge1H, 0.0, 0.0)*0.25; // lower-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edge1H, edgeTH, 0.0, 0.0)*0.25; // upper-right [p1]
}
#if 0
if(t.w == 0.0){
discard; // discard freezes NV tegra2 compiler
}
#endif
mgl_FragColor = t;
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