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- /* fxaa.frag -- Fragment shader for applying FXAA to the scene
- *
- * Copyright (c) 2025-2026 Le Juez Victor
- *
- * This software is provided 'as-is', without any express or implied warranty.
- * For conditions of distribution and use, see accompanying LICENSE file.
- */
- /*
- * Portions of this code are derived from NVIDIA's FXAA technology.
- *
- * Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
- *
- * TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
- * "AS IS" AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
- * OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT, IMPLIED WARRANTIES
- * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL
- * NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT,
- * OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
- * LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
- * OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
- * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
- */
- // TODO: Add quality preset option (need to recompile shader)
- #version 330 core
- /* === Varyings === */
- noperspective in vec2 vTexCoord;
- /* === Uniforms === */
- uniform sampler2D uSourceTex;
- uniform vec2 uSourceTexel;
- /* === Fragments === */
- out vec4 FragColor;
- /* === FXAA presets === */
- /*
- FXAA_PRESET - Choose compile-in knob preset 0-5.
- ------------------------------------------------------------------------------
- FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
- to apply algorithm.
- 1.0/3.0 - too little
- 1.0/4.0 - good start
- 1.0/8.0 - applies to more edges
- 1.0/16.0 - overkill
- ------------------------------------------------------------------------------
- FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
- Perf optimization.
- 1.0/32.0 - visible limit (smaller isn't visible)
- 1.0/16.0 - good compromise
- 1.0/12.0 - upper limit (seeing artifacts)
- ------------------------------------------------------------------------------
- FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
- ------------------------------------------------------------------------------
- FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
- 1.0/4.0 - seems to be the best quality wise
- ------------------------------------------------------------------------------
- FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
- 1.0/2.0 - low removal
- 1.0/3.0 - medium removal
- 1.0/4.0 - default removal
- 1.0/8.0 - high removal
- 0.0 - complete removal
- ------------------------------------------------------------------------------
- FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
- This is important for the transition of sub-pixel detail,
- like fences and wires.
- 3.0/4.0 - default (medium amount of filtering)
- 7.0/8.0 - high amount of filtering
- 1.0 - no capping of sub-pixel aliasing removal
- */
- #define FXAA_PRESET 5
- #if (FXAA_PRESET == 3)
- #define FXAA_EDGE_THRESHOLD (1.0/8.0)
- #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
- #define FXAA_SEARCH_STEPS 16
- #define FXAA_SEARCH_THRESHOLD (1.0/4.0)
- #define FXAA_SUBPIX_CAP (3.0/4.0)
- #define FXAA_SUBPIX_TRIM (1.0/4.0)
- #endif
- #if (FXAA_PRESET == 4)
- #define FXAA_EDGE_THRESHOLD (1.0/8.0)
- #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
- #define FXAA_SEARCH_STEPS 24
- #define FXAA_SEARCH_THRESHOLD (1.0/4.0)
- #define FXAA_SUBPIX_CAP (3.0/4.0)
- #define FXAA_SUBPIX_TRIM (1.0/4.0)
- #endif
- #if (FXAA_PRESET == 5)
- #define FXAA_EDGE_THRESHOLD (1.0/8.0)
- #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
- #define FXAA_SEARCH_STEPS 32
- #define FXAA_SEARCH_THRESHOLD (1.0/4.0)
- #define FXAA_SUBPIX_CAP (3.0/4.0)
- #define FXAA_SUBPIX_TRIM (1.0/4.0)
- #endif
- #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
- /* === Helper Functions === */
- float FxaaLuma(vec3 rgb)
- {
- // Return the luma, the estimation of luminance from rgb inputs.
- // This approximates luma using one FMA instruction,
- // skipping normalization and tossing out blue.
- // FxaaLuma() will range 0.0 to 2.963210702.
- return rgb.y * (0.587/0.299) + rgb.x;
- }
- vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA)
- {
- return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
- }
- vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame)
- {
- float x = pos.x + float(off.x) * rcpFrame.x;
- float y = pos.y + float(off.y) * rcpFrame.y;
- return texture(tex, vec2(x, y));
- }
- /* === Main function === */
- void main()
- {
- vec2 pos = vTexCoord;
- vec3 rgbN = FxaaTexOff(uSourceTex, pos.xy, ivec2( 0,-1), uSourceTexel).xyz;
- vec3 rgbW = FxaaTexOff(uSourceTex, pos.xy, ivec2(-1, 0), uSourceTexel).xyz;
- vec3 rgbM = FxaaTexOff(uSourceTex, pos.xy, ivec2( 0, 0), uSourceTexel).xyz;
- vec3 rgbE = FxaaTexOff(uSourceTex, pos.xy, ivec2( 1, 0), uSourceTexel).xyz;
- vec3 rgbS = FxaaTexOff(uSourceTex, pos.xy, ivec2( 0, 1), uSourceTexel).xyz;
-
- float lumaN = FxaaLuma(rgbN);
- float lumaW = FxaaLuma(rgbW);
- float lumaM = FxaaLuma(rgbM);
- float lumaE = FxaaLuma(rgbE);
- float lumaS = FxaaLuma(rgbS);
- float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
- float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
-
- float range = rangeMax - rangeMin;
- if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {
- FragColor = vec4(rgbM, 1.0);
- return;
- }
-
- vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
-
- float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
- float rangeL = abs(lumaL - lumaM);
- float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
- blendL = min(FXAA_SUBPIX_CAP, blendL);
-
- vec3 rgbNW = FxaaTexOff(uSourceTex, pos.xy, ivec2(-1,-1), uSourceTexel).xyz;
- vec3 rgbNE = FxaaTexOff(uSourceTex, pos.xy, ivec2( 1,-1), uSourceTexel).xyz;
- vec3 rgbSW = FxaaTexOff(uSourceTex, pos.xy, ivec2(-1, 1), uSourceTexel).xyz;
- vec3 rgbSE = FxaaTexOff(uSourceTex, pos.xy, ivec2( 1, 1), uSourceTexel).xyz;
- rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
- rgbL *= vec3(1.0/9.0);
-
- float lumaNW = FxaaLuma(rgbNW);
- float lumaNE = FxaaLuma(rgbNE);
- float lumaSW = FxaaLuma(rgbSW);
- float lumaSE = FxaaLuma(rgbSE);
-
- float edgeVert =
- abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
- abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
- abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
- float edgeHorz =
- abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
- abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
- abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
-
- bool horzSpan = edgeHorz >= edgeVert;
- float lengthSign = horzSpan ? -uSourceTexel.y : -uSourceTexel.x;
-
- if(!horzSpan) {
- lumaN = lumaW;
- lumaS = lumaE;
- }
-
- float gradientN = abs(lumaN - lumaM);
- float gradientS = abs(lumaS - lumaM);
- lumaN = (lumaN + lumaM) * 0.5;
- lumaS = (lumaS + lumaM) * 0.5;
-
- if (gradientN < gradientS) {
- lumaN = lumaS;
- lumaN = lumaS;
- gradientN = gradientS;
- lengthSign *= -1.0;
- }
-
- vec2 posN;
- posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
- posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
-
- gradientN *= FXAA_SEARCH_THRESHOLD;
-
- vec2 posP = posN;
- vec2 offNP = horzSpan ? vec2(uSourceTexel.x, 0.0) : vec2(0.0, uSourceTexel.y);
- float lumaEndN = lumaN;
- float lumaEndP = lumaN;
- bool doneN = false;
- bool doneP = false;
- posN += offNP * vec2(-1.0, -1.0);
- posP += offNP * vec2( 1.0, 1.0);
-
- for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
- if(!doneN) {
- lumaEndN = FxaaLuma(texture(uSourceTex, posN.xy).xyz);
- }
- if(!doneP) {
- lumaEndP = FxaaLuma(texture(uSourceTex, posP.xy).xyz);
- }
-
- doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
- doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
-
- if(doneN && doneP) {
- break;
- }
- if(!doneN) {
- posN -= offNP;
- }
- if(!doneP) {
- posP += offNP;
- }
- }
-
- float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
- float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
- bool directionN = dstN < dstP;
- lumaEndN = directionN ? lumaEndN : lumaEndP;
-
- if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) {
- lengthSign = 0.0;
- }
-
- float spanLength = (dstP + dstN);
- dstN = directionN ? dstN : dstP;
- float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
- vec3 rgbF = texture(uSourceTex, vec2(
- pos.x + (horzSpan ? 0.0 : subPixelOffset),
- pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
- FragColor = vec4(FxaaLerp3(rgbL, rgbF, blendL), 1.0);
- }
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