|
@@ -323,18 +323,28 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
|
|
|
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
|
|
|
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
|
|
|
const float FXAA_SPAN_MAX = 8.0;
|
|
|
+ const vec3 luma = vec3(0.299, 0.587, 0.114);
|
|
|
|
|
|
vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
|
|
|
vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
|
|
|
vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
|
|
|
vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
|
|
|
vec3 rgbM = color.rgb;
|
|
|
- vec3 luma = vec3(0.299, 0.587, 0.114);
|
|
|
+
|
|
|
+#ifdef DISABLE_ALPHA
|
|
|
+ float lumaNW = dot(rgbNW.rgb * exposure, luma);
|
|
|
+ float lumaNE = dot(rgbNE.rgb * exposure, luma);
|
|
|
+ float lumaSW = dot(rgbSW.rgb * exposure, luma);
|
|
|
+ float lumaSE = dot(rgbSE.rgb * exposure, luma);
|
|
|
+ float lumaM = dot(rgbM * exposure, luma);
|
|
|
+#else
|
|
|
float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1.0 - rgbNW.a) / 8.0);
|
|
|
float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1.0 - rgbNE.a) / 8.0);
|
|
|
float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1.0 - rgbSW.a) / 8.0);
|
|
|
float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1.0 - rgbSE.a) / 8.0);
|
|
|
float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
|
|
|
+#endif
|
|
|
+
|
|
|
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
|
|
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
|
|
|
|
@@ -355,6 +365,11 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
|
|
|
vec4 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
|
|
|
vec4 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0) + textureLod(source, uv_interp + dir * 0.5, 0.0));
|
|
|
|
|
|
+#ifdef DISABLE_ALPHA
|
|
|
+ float lumaB = dot(rgbB.rgb, luma);
|
|
|
+ vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
|
|
|
+ return vec4(color_output.rgb, 1.0);
|
|
|
+#else
|
|
|
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
|
|
|
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
|
|
|
if (color_output.a == 0.0) {
|
|
@@ -363,6 +378,7 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
|
|
|
color_output.rgb /= color_output.a;
|
|
|
}
|
|
|
return color_output;
|
|
|
+#endif
|
|
|
}
|
|
|
|
|
|
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
|
|
@@ -428,6 +444,9 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
|
|
|
void main() {
|
|
|
vec4 color = textureLod(source, uv_interp, 0.0f);
|
|
|
|
|
|
+#ifdef DISABLE_ALPHA
|
|
|
+ color.a = 1.0;
|
|
|
+#endif
|
|
|
// Exposure
|
|
|
float full_exposure = exposure;
|
|
|
|