FXAA2.glsl 3.0 KB

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  1. /*============================================================================
  2. FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
  3. ============================================================================*/
  4. // Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
  5. #include "Uniforms.glsl"
  6. #include "Samplers.glsl"
  7. #include "Transform.glsl"
  8. #include "ScreenPos.glsl"
  9. varying vec2 vScreenPos;
  10. #ifdef COMPILEPS
  11. uniform vec3 cFXAAParams;
  12. #endif
  13. void VS()
  14. {
  15. mat4 modelMatrix = iModelMatrix;
  16. vec3 worldPos = GetWorldPos(modelMatrix);
  17. gl_Position = GetClipPos(worldPos);
  18. vScreenPos = GetScreenPosPreDiv(gl_Position);
  19. }
  20. void PS()
  21. {
  22. float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
  23. float FXAA_SPAN_MAX = 8.0;
  24. float FXAA_REDUCE_MUL = 1.0/8.0;
  25. float FXAA_REDUCE_MIN = 1.0/128.0;
  26. vec2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
  27. vec3 rgbNW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, -posOffset.y)).rgb;
  28. vec3 rgbNE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, -posOffset.y)).rgb;
  29. vec3 rgbSW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, posOffset.y)).rgb;
  30. vec3 rgbSE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, posOffset.y)).rgb;
  31. vec3 rgbM = texture2D(sDiffMap, vScreenPos).rgb;
  32. vec3 luma = vec3(0.299, 0.587, 0.114);
  33. float lumaNW = dot(rgbNW, luma);
  34. float lumaNE = dot(rgbNE, luma);
  35. float lumaSW = dot(rgbSW, luma);
  36. float lumaSE = dot(rgbSE, luma);
  37. float lumaM = dot(rgbM, luma);
  38. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  39. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  40. if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
  41. {
  42. vec2 dir;
  43. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  44. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  45. float dirReduce = max(
  46. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  47. FXAA_REDUCE_MIN);
  48. float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
  49. dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  50. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  51. dir * rcpDirMin)) * cGBufferInvSize.xy;
  52. dir *= cFXAAParams.z;
  53. vec3 rgbA = (1.0/2.0) * (
  54. texture2D(sDiffMap, vScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
  55. texture2D(sDiffMap, vScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
  56. vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  57. texture2D(sDiffMap, vScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
  58. texture2D(sDiffMap, vScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
  59. float lumaB = dot(rgbB, luma);
  60. vec3 rgbOut;
  61. if((lumaB < lumaMin) || (lumaB > lumaMax))
  62. rgbOut = rgbA;
  63. else
  64. rgbOut = rgbB;
  65. gl_FragColor = vec4(rgbOut, 1.0);
  66. }
  67. else
  68. gl_FragColor = vec4(rgbM, 1.0);
  69. }