git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9094 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
parent
d83581ebb4
commit
e9a28ced31
@ -1,73 +1,79 @@ |
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#extension GL_EXT_gpu_shader4 : enable |
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///#extension GL_EXT_gpu_shader4 : disable |
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#extension all : disable |
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uniform sampler2D m_Texture; |
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uniform vec2 g_Resolution; |
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varying vec2 texCoord; |
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uniform float m_VxOffset; |
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uniform float m_SpanMax; |
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uniform float m_ReduceMul; |
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varying vec2 texCoord; |
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varying vec4 posPos; |
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#define FxaaInt2 ivec2 |
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#define FxaaFloat2 vec2 |
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#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) |
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) |
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vec3 FxaaPixelShader( |
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vec4 posPos, // Output of FxaaVertexShader interpolated across screen. |
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vec4 posPos, // Output of FxaaVertexShader interpolated across screen. |
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sampler2D tex, // Input texture. |
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vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}. |
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{ |
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/*---------------------------------------------------------*/ |
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#define FXAA_REDUCE_MIN (1.0/128.0) |
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//#define FXAA_REDUCE_MUL (1.0/8.0) |
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//#define FXAA_SPAN_MAX 8.0 |
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/*---------------------------------------------------------*/ |
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; |
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; |
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; |
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; |
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0), rcpFrame.xy).xyz; |
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1), rcpFrame.xy).xyz; |
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1), rcpFrame.xy).xyz; |
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; |
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/*---------------------------------------------------------*/ |
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vec3 luma = vec3(0.299, 0.587, 0.114); |
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float lumaNW = dot(rgbNW, luma); |
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float lumaNE = dot(rgbNE, luma); |
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float lumaSW = dot(rgbSW, luma); |
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float lumaSE = dot(rgbSE, luma); |
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float lumaM = dot(rgbM, luma); |
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/*---------------------------------------------------------*/ |
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); |
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); |
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/*---------------------------------------------------------*/ |
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vec2 dir; |
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); |
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); |
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/*---------------------------------------------------------*/ |
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float dirReduce = max( |
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), |
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FXAA_REDUCE_MIN); |
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); |
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dir = min(FxaaFloat2( m_SpanMax, m_SpanMax), |
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max(FxaaFloat2(-m_SpanMax, -m_SpanMax), |
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dir = min(vec2( m_SpanMax, m_SpanMax), |
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max(vec2(-m_SpanMax, -m_SpanMax), |
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dir * rcpDirMin)) * rcpFrame.xy; |
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/*--------------------------------------------------------*/ |
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vec3 rgbA = (1.0/2.0) * ( |
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FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); |
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FxaaTexLod0(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz); |
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( |
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FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); |
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FxaaTexLod0(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz); |
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float lumaB = dot(rgbB, luma); |
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; |
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return rgbB; } |
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vec4 PostFX(sampler2D tex, vec2 uv, float time) |
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{ |
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vec4 c = vec4(0.0); |
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vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y); |
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c.rgb = FxaaPixelShader(posPos, tex, rcpFrame); |
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//c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb; |
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c.a = 1.0; |
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return c; |
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) |
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{ |
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return rgbA; |
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} |
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else |
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{ |
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return rgbB; |
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} |
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} |
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void main() |
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{ |
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vec2 uv = texCoord.st; |
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gl_FragColor = PostFX(m_Texture, uv, 0.0); |
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vec2 rcpFrame = vec2(1.0) / g_Resolution; |
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gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, rcpFrame), 1.0); |
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} |
@ -1,15 +1,18 @@ |
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uniform mat4 g_WorldViewProjectionMatrix; |
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uniform vec2 g_Resolution; |
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uniform float m_SubPixelShift; |
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attribute vec4 inPosition; |
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attribute vec2 inTexCoord; |
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varying vec2 texCoord; |
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uniform float m_SubPixelShift; |
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varying vec4 posPos; |
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void main() { |
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gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); |
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texCoord = inTexCoord; |
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vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y); |
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vec2 rcpFrame = vec2(1.0) / g_Resolution; |
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posPos.xy = inTexCoord.xy; |
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posPos.zw = inTexCoord.xy - |
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(rcpFrame * (0.5 + m_SubPixelShift)); |
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posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift)); |
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} |
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