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+#extension GL_EXT_gpu_shader4 : enable
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+uniform sampler2D m_Texture;
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+uniform vec2 g_Resolution;
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+varying vec2 texCoord;
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+uniform float m_VxOffset;
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+uniform float m_SpanMax;
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+uniform float m_ReduceMul;
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+varying vec4 posPos;
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+#define FxaaInt2 ivec2
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+#define FxaaFloat2 vec2
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+#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
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+#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
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+vec3 FxaaPixelShader(
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+ vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
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+ sampler2D tex, // Input texture.
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+ vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
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+{
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+/*---------------------------------------------------------*/
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+ #define FXAA_REDUCE_MIN (1.0/128.0)
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+ //#define FXAA_REDUCE_MUL (1.0/8.0)
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+ //#define FXAA_SPAN_MAX 8.0
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+/*---------------------------------------------------------*/
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+ vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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+ vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
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+ vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
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+ vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
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+ vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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+/*---------------------------------------------------------*/
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+ vec3 luma = vec3(0.299, 0.587, 0.114);
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+ float lumaNW = dot(rgbNW, luma);
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+ float lumaNE = dot(rgbNE, luma);
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+ float lumaSW = dot(rgbSW, luma);
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+ float lumaSE = dot(rgbSE, luma);
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+ float lumaM = dot(rgbM, luma);
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+/*---------------------------------------------------------*/
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+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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+/*---------------------------------------------------------*/
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+ vec2 dir;
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+ dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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+ dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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+/*---------------------------------------------------------*/
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+ float dirReduce = max(
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+ (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul),
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+ FXAA_REDUCE_MIN);
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+ float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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+ dir = min(FxaaFloat2( m_SpanMax, m_SpanMax),
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+ max(FxaaFloat2(-m_SpanMax, -m_SpanMax),
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+ dir * rcpDirMin)) * rcpFrame.xy;
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+/*--------------------------------------------------------*/
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+ vec3 rgbA = (1.0/2.0) * (
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+ FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
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+ FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
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+ vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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+ FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
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+ FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
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+ float lumaB = dot(rgbB, luma);
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+ if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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+ return rgbB; }
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+vec4 PostFX(sampler2D tex, vec2 uv, float time)
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+{
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+ vec4 c = vec4(0.0);
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+ vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
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+ c.rgb = FxaaPixelShader(posPos, tex, rcpFrame);
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+ //c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
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+ c.a = 1.0;
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+ return c;
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+}
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+void main()
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+{
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+ vec2 uv = texCoord.st;
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+ gl_FragColor = PostFX(m_Texture, uv, 0.0);
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+}
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