* Cleaned up FXAA shader, moved requirement to GLSL 1.3, removed dependency on EXT_gpu_shader4

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9094 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..rd 13 years ago
parent d83581ebb4
commit e9a28ced31
  1. 76
      engine/src/core-data/Common/MatDefs/Post/FXAA.frag
  2. 2
      engine/src/core-data/Common/MatDefs/Post/FXAA.j3md
  3. 11
      engine/src/core-data/Common/MatDefs/Post/FXAA.vert

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

@ -9,7 +9,7 @@ MaterialDef FXAA {
}
Technique {
VertexShader GLSL100: Common/MatDefs/Post/FXAA.vert
FragmentShader GLSL120: Common/MatDefs/Post/FXAA.frag
FragmentShader GLSL130: Common/MatDefs/Post/FXAA.frag
WorldParameters {
WorldViewProjectionMatrix
Resolution

@ -1,15 +1,18 @@
uniform mat4 g_WorldViewProjectionMatrix;
uniform vec2 g_Resolution;
uniform float m_SubPixelShift;
attribute vec4 inPosition;
attribute vec2 inTexCoord;
varying vec2 texCoord;
uniform float m_SubPixelShift;
varying vec4 posPos;
void main() {
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
vec2 rcpFrame = vec2(1.0) / g_Resolution;
posPos.xy = inTexCoord.xy;
posPos.zw = inTexCoord.xy -
(rcpFrame * (0.5 + m_SubPixelShift));
posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift));
}
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