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