dolphin/Data/Sys/Shaders/FXAA.glsl

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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
// Version 2, December 2004
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// Copyright (C) 2013 mudlord
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// Everyone is permitted to copy and distribute verbatim or modified
// copies of this license document, and changing it is allowed as long
// as the name is changed.
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
// TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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// 0. You just DO WHAT THE FUCK YOU WANT TO.
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
float4 applyFXAA(float2 fragCoord)
{
float4 color;
float2 inverseVP = GetInvResolution();
float3 rgbNW = SampleLocation((fragCoord + float2(-1.0, -1.0)) * inverseVP).xyz;
float3 rgbNE = SampleLocation((fragCoord + float2(1.0, -1.0)) * inverseVP).xyz;
float3 rgbSW = SampleLocation((fragCoord + float2(-1.0, 1.0)) * inverseVP).xyz;
float3 rgbSE = SampleLocation((fragCoord + float2(1.0, 1.0)) * inverseVP).xyz;
float3 rgbM = SampleLocation(fragCoord * inverseVP).xyz;
float3 luma = float3(0.299, 0.587, 0.114);
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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)));
float2 dir;
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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(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
float3 rgbA = 0.5 * (
SampleLocation(fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
SampleLocation(fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
float3 rgbB = rgbA * 0.5 + 0.25 * (
SampleLocation(fragCoord * inverseVP + dir * -0.5).xyz +
SampleLocation(fragCoord * inverseVP + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = float4(rgbA, 1.0);
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else
color = float4(rgbB, 1.0);
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return color;
}
void main()
{
SetOutput(applyFXAA(GetCoordinates() * GetResolution()));
}