fxaa.glsl 2.6 KB

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  1. //@renderpasses 0
  2. uniform sampler2D r_SourceBuffer;
  3. uniform vec2 r_SourceBufferSize;
  4. uniform vec2 r_SourceBufferScale;
  5. varying vec2 v_SourceBufferCoords;
  6. //@vertex
  7. attribute vec2 a_Position;
  8. void main(){
  9. v_SourceBufferCoords=a_Position * r_SourceBufferScale;
  10. gl_Position=vec4( a_Position * 2.0 - 1.0,-1.0,1.0 );
  11. }
  12. //@fragment
  13. #ifndef FXAA_REDUCE_MIN
  14. #define FXAA_REDUCE_MIN (1.0/ 128.0)
  15. #endif
  16. #ifndef FXAA_REDUCE_MUL
  17. #define FXAA_REDUCE_MUL (1.0 / 8.0)
  18. #endif
  19. #ifndef FXAA_SPAN_MAX
  20. #define FXAA_SPAN_MAX 8.0
  21. #endif
  22. vec4 fxaa(){
  23. vec4 color;
  24. vec2 inverseVP=1.0/r_SourceBufferSize;
  25. vec2 v_rgbM=v_SourceBufferCoords;
  26. vec2 v_rgbNW=v_rgbM+vec2(-inverseVP.x,-inverseVP.y);
  27. vec2 v_rgbNE=v_rgbM+vec2( inverseVP.x,-inverseVP.y);
  28. vec2 v_rgbSW=v_rgbM+vec2(-inverseVP.x, inverseVP.y);
  29. vec2 v_rgbSE=v_rgbM+vec2( inverseVP.x, inverseVP.y);
  30. vec3 rgbNW = texture2D(r_SourceBuffer, v_rgbNW).xyz;
  31. vec3 rgbNE = texture2D(r_SourceBuffer, v_rgbNE).xyz;
  32. vec3 rgbSW = texture2D(r_SourceBuffer, v_rgbSW).xyz;
  33. vec3 rgbSE = texture2D(r_SourceBuffer, v_rgbSE).xyz;
  34. vec4 texColor = texture2D(r_SourceBuffer, v_rgbM);
  35. vec3 rgbM = texColor.xyz;
  36. vec3 luma = vec3(0.299, 0.587, 0.114);
  37. float lumaNW = dot(rgbNW, luma);
  38. float lumaNE = dot(rgbNE, luma);
  39. float lumaSW = dot(rgbSW, luma);
  40. float lumaSE = dot(rgbSE, luma);
  41. float lumaM = dot(rgbM, luma);
  42. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  43. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  44. vec2 dir;
  45. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  46. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  47. float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
  48. (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
  49. float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
  50. dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  51. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  52. dir * rcpDirMin)) * inverseVP;
  53. vec3 rgbA = 0.5 * (
  54. texture2D(r_SourceBuffer, v_rgbM + dir * (1.0 / 3.0 - 0.5)).xyz +
  55. texture2D(r_SourceBuffer, v_rgbM + dir * (2.0 / 3.0 - 0.5)).xyz);
  56. vec3 rgbB = rgbA * 0.5 + 0.25 * (
  57. texture2D(r_SourceBuffer, v_rgbM + dir * -0.5).xyz +
  58. texture2D(r_SourceBuffer, v_rgbM + dir * 0.5).xyz);
  59. float lumaB = dot(rgbB, luma);
  60. if ((lumaB < lumaMin) || (lumaB > lumaMax))
  61. color = vec4(rgbA, texColor.a);
  62. else
  63. color = vec4(rgbB, texColor.a);
  64. return color;
  65. }
  66. void main(){
  67. vec4 color=fxaa();
  68. gl_FragColor=color;
  69. }