2014-05-21 03:32:29 +00:00
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// Version 2, December 2004
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2013-10-27 22:45:53 +00:00
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2014-05-21 03:32:29 +00:00
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// Copyright (C) 2013 mudlord
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2013-10-27 22:45:53 +00:00
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2014-05-21 03:32:29 +00:00
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// Everyone is permitted to copy and distribute verbatim or modified
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// copies of this license document, and changing it is allowed as long
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// as the name is changed.
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2013-10-27 22:45:53 +00:00
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2014-05-21 03:32:29 +00:00
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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2013-10-27 22:45:53 +00:00
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2014-05-21 03:32:29 +00:00
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// 0. You just DO WHAT THE FUCK YOU WANT TO.
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2013-10-27 22:45:53 +00:00
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2014-06-07 05:29:21 +00:00
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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2013-10-27 22:45:53 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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2014-05-21 03:32:29 +00:00
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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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2013-10-27 22:45:53 +00:00
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vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
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{
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2014-05-21 03:32:29 +00:00
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vec4 color;
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vec2 inverseVP = resolution.zw;
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vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbM = texture(tex, fragCoord * inverseVP).xyz;
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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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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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2013-10-27 22:45:53 +00:00
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2014-05-21 03:32:29 +00:00
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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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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), 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(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
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texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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color = vec4(rgbA, 1.0);
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else
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color = vec4(rgbB, 1.0);
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return color;
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2013-10-27 22:45:53 +00:00
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}
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void main()
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{
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ocol0 = applyFXAA(uv0 * resolution.xy, samp9);
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}
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