-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathfxaa.frag
69 lines (54 loc) · 2.42 KB
/
fxaa.frag
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_tex;
// The inverse of the texture dimensions along X and Y
uniform vec2 u_texelDelta;
in vec2 r_texcoord;
out vec4 o_color;
void main() {
// The parameters are hardcoded for now, but could be
// made into uniforms to control fromt he program.
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = (1.0/128.0);
vec3 rgbNW = texture(u_tex, r_texcoord.xy + (vec2(-1.0, -1.0) * u_texelDelta)).xyz;
vec3 rgbNE = texture(u_tex, r_texcoord.xy + (vec2(+1.0, -1.0) * u_texelDelta)).xyz;
vec3 rgbSW = texture(u_tex, r_texcoord.xy + (vec2(-1.0, +1.0) * u_texelDelta)).xyz;
vec3 rgbSE = texture(u_tex, r_texcoord.xy + (vec2(+1.0, +1.0) * u_texelDelta)).xyz;
vec3 rgbM = texture(u_tex, r_texcoord.xy).xyz;
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)));
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)) * u_texelDelta;
vec3 rgbA = (1.0/2.0) * (
texture(u_tex, r_texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture(u_tex, r_texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture(u_tex, r_texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture(u_tex, r_texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
o_color.xyz=rgbA;
} else {
o_color.xyz=rgbB;
}
o_color.a = 1.0;
}