//@renderpasses 0 uniform sampler2D r_SourceBuffer; uniform vec2 r_SourceBufferSize; uniform vec2 r_SourceBufferScale; varying vec2 v_SourceBufferCoords; //@vertex attribute vec2 a_Position; void main(){ v_SourceBufferCoords=a_Position * r_SourceBufferScale; gl_Position=vec4( a_Position * 2.0 - 1.0,-1.0,1.0 ); } //@fragment #ifndef FXAA_REDUCE_MIN #define FXAA_REDUCE_MIN (1.0/ 128.0) #endif #ifndef FXAA_REDUCE_MUL #define FXAA_REDUCE_MUL (1.0 / 8.0) #endif #ifndef FXAA_SPAN_MAX #define FXAA_SPAN_MAX 8.0 #endif vec4 fxaa(){ vec4 color; vec2 inverseVP=1.0/r_SourceBufferSize; vec2 v_rgbM=v_SourceBufferCoords; vec2 v_rgbNW=v_rgbM+vec2(-inverseVP.x,-inverseVP.y); vec2 v_rgbNE=v_rgbM+vec2( inverseVP.x,-inverseVP.y); vec2 v_rgbSW=v_rgbM+vec2(-inverseVP.x, inverseVP.y); vec2 v_rgbSE=v_rgbM+vec2( inverseVP.x, inverseVP.y); vec3 rgbNW = texture2D(r_SourceBuffer, v_rgbNW).xyz; vec3 rgbNE = texture2D(r_SourceBuffer, v_rgbNE).xyz; vec3 rgbSW = texture2D(r_SourceBuffer, v_rgbSW).xyz; vec3 rgbSE = texture2D(r_SourceBuffer, v_rgbSE).xyz; vec4 texColor = texture2D(r_SourceBuffer, v_rgbM); vec3 rgbM = texColor.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 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * inverseVP; vec3 rgbA = 0.5 * ( texture2D(r_SourceBuffer, v_rgbM + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(r_SourceBuffer, v_rgbM + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(r_SourceBuffer, v_rgbM + dir * -0.5).xyz + texture2D(r_SourceBuffer, v_rgbM + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color = vec4(rgbA, texColor.a); else color = vec4(rgbB, texColor.a); return color; } void main(){ vec4 color=fxaa(); gl_FragColor=color; }