/*============================================================================ FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA ============================================================================*/ // Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html #include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" varying vec2 vScreenPos; #ifdef COMPILEPS uniform vec3 cFXAAParams; #endif void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vScreenPos = GetScreenPosPreDiv(gl_Position); } void PS() { float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = 1.0/128.0; vec2 posOffset = cGBufferInvSize.xy * cFXAAParams.x; vec3 rgbNW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, -posOffset.y)).rgb; vec3 rgbNE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, -posOffset.y)).rgb; vec3 rgbSW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, posOffset.y)).rgb; vec3 rgbSE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, posOffset.y)).rgb; vec3 rgbM = texture2D(sDiffMap, vScreenPos).rgb; 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))); if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y) { 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)) * cGBufferInvSize.xy; dir *= cFXAAParams.z; vec3 rgbA = (1.0/2.0) * ( texture2D(sDiffMap, vScreenPos + dir * (1.0/3.0 - 0.5)).xyz + texture2D(sDiffMap, vScreenPos + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(sDiffMap, vScreenPos + dir * (0.0/3.0 - 0.5)).xyz + texture2D(sDiffMap, vScreenPos + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); vec3 rgbOut; if((lumaB < lumaMin) || (lumaB > lumaMax)) rgbOut = rgbA; else rgbOut = rgbB; gl_FragColor = vec4(rgbOut, 1.0); } else gl_FragColor = vec4(rgbM, 1.0); }