EdgeFilter.frag 2.8 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.frag"
  6. #include "Samplers.frag"
  7. uniform vec3 cEdgeFilterParams;
  8. varying vec2 vScreenPos;
  9. void main()
  10. {
  11. float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
  12. float FXAA_SPAN_MAX = 8.0;
  13. float FXAA_REDUCE_MUL = 1.0/8.0;
  14. float FXAA_REDUCE_MIN = 1.0/128.0;
  15. vec2 posOffset = cGBufferInvSize.xy * cEdgeFilterParams.x;
  16. vec3 rgbNW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, -posOffset.y)).rgb;
  17. vec3 rgbNE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, -posOffset.y)).rgb;
  18. vec3 rgbSW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, posOffset.y)).rgb;
  19. vec3 rgbSE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, posOffset.y)).rgb;
  20. vec3 rgbM = texture2D(sDiffMap, vScreenPos).rgb;
  21. vec3 luma = vec3(0.299, 0.587, 0.114);
  22. float lumaNW = dot(rgbNW, luma);
  23. float lumaNE = dot(rgbNE, luma);
  24. float lumaSW = dot(rgbSW, luma);
  25. float lumaSE = dot(rgbSE, luma);
  26. float lumaM = dot(rgbM, luma);
  27. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  28. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  29. if (((lumaMax - lumaMin) / lumaMin) >= cEdgeFilterParams.y)
  30. {
  31. vec2 dir;
  32. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  33. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  34. float dirReduce = max(
  35. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  36. FXAA_REDUCE_MIN);
  37. float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
  38. dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  39. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  40. dir * rcpDirMin)) * cGBufferInvSize.xy;
  41. dir *= cEdgeFilterParams.z;
  42. vec3 rgbA = (1.0/2.0) * (
  43. texture2D(sDiffMap, vScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
  44. texture2D(sDiffMap, vScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
  45. vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  46. texture2D(sDiffMap, vScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
  47. texture2D(sDiffMap, vScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
  48. float lumaB = dot(rgbB, luma);
  49. vec3 rgbOut;
  50. if((lumaB < lumaMin) || (lumaB > lumaMax))
  51. rgbOut = rgbA;
  52. else
  53. rgbOut = rgbB;
  54. gl_FragColor = vec4(rgbOut, 1.0);
  55. }
  56. else
  57. gl_FragColor = vec4(rgbM, 1.0);
  58. }