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89 lines
2.8 KiB
89 lines
2.8 KiB
#import "Common/ShaderLib/GLSLCompat.glsllib"
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#extension GL_EXT_gpu_shader4 : enable
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uniform sampler2D m_Texture;
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uniform vec2 g_ResolutionInverse;
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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 FxaaTex(t, p) texture2D(t, p)
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#if __VERSION__ >= 130
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#define OffsetVec(a, b) ivec2(a, b)
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#define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)
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#elif defined(GL_EXT_gpu_shader4) && !defined(GL_ES)
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#define OffsetVec(a, b) ivec2(a, b)
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
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#else
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#define OffsetVec(a, b) vec2(a, b)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
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#endif
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vec3 FxaaPixelShader(
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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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#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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vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz;
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vec3 rgbM = FxaaTex(tex, posPos.xy).xyz;
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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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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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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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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(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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vec3 rgbA = (1.0/2.0) * (
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FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
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FxaaTex(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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FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
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FxaaTex(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))
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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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gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, g_ResolutionInverse), 1.0);
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} |