#ifndef __SSFD_INC #define __SSFD_INC #include "globals.cginc" float ssfd(float2 uv, float scale, float max_fwidth, float2 uv_offset, texture3D noise) { //float uv_fw = fwidth(uv.x) + fwidth(uv.y); // Original paper uses SVD instead of fwidth. float2x2 M = float2x2(ddx(uv), ddy(uv)); float2x2 MtM = mul(transpose(M), M); float trace = MtM[0][0] + MtM[1][1]; float det = determinant(MtM); // Calculate eigenvalues using quadratic formula. float tmp = sqrt(trace * trace - 4 * det); float e1 = (trace + tmp) * 0.5; float e2 = (trace - tmp) * 0.5; float2 singular_values = sqrt(float2(e1, e2)); // Logic from original paper: the smaller eigenvalue corresponds to the // largest amount of stretching, so we use it to determine when to // subdivide. float uv_fw = singular_values.y; uv_fw *= scale; uint width, height, depth; noise.GetDimensions(width, height, depth); float bayer_res = sqrt(depth); // Suppose max_fwidth is 1. // uv_fw is 16. That means UV is changing a lot per pixel. That means we want to shrink the scale of the UV. // Factor is 16. // log_2(factor) is 4. // Divide original by 16. float fw_factor = uv_fw / max_fwidth; // log_b(x) = log_a(x) / log_a(b) float fractal_level = log2(fw_factor) / log2(bayer_res); float fractal_level_floor = floor(fractal_level); float fractal_remainder = fractal_level - fractal_level_floor; uv *= pow(bayer_res, -fractal_level_floor); uv += uv_offset * pow(bayer_res, -fractal_level_floor); float n_layers = depth; float not_used_lo = 1/(n_layers*2); float not_used_hi = 1 - not_used_lo; float uvw = (not_used_hi - not_used_lo) * (1 - fractal_remainder) + not_used_lo; float3 uv_3d = float3(uv, uvw); float dither = noise.SampleLevel(linear_repeat_s, uv_3d, 0); return dither; } #endif // __SSFD_INC