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- /*============================================================================
- 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);
- }
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