Update FXAA.glsl

This commit is contained in:
myownfriend 2014-05-20 23:32:29 -04:00
parent 2629d6dfa9
commit ad7f63669d
1 changed files with 52 additions and 54 deletions

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@ -1,18 +1,16 @@
/* // DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE // Version 2, December 2004
Version 2, December 2004
Copyright (C) 2013 mudlord // Copyright (C) 2013 mudlord
Everyone is permitted to copy and distribute verbatim or modified // Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long // copies of this license document, and changing it is allowed as long
as the name is changed. // as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE // DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION // TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO. // 0. You just DO WHAT THE FUCK YOU WANT TO.
*/
uniform sampler2D samp9; uniform sampler2D samp9;
@ -20,53 +18,53 @@ out vec4 ocol0;
in vec2 uv0; in vec2 uv0;
uniform vec4 resolution; uniform vec4 resolution;
#define FXAA_REDUCE_MIN (1.0/ 128.0) #define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0) #define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0 #define FXAA_SPAN_MAX 8.0
vec4 applyFXAA(vec2 fragCoord, sampler2D tex) vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
{ {
vec4 color; vec4 color;
vec2 inverseVP = resolution.zw; vec2 inverseVP = resolution.zw;
vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz; vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz; vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz; vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz; vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
vec3 rgbM = texture(tex, fragCoord * inverseVP).xyz; vec3 rgbM = texture(tex, fragCoord * inverseVP).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114); vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma); float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma); float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma); float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma); float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma); float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir; vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP; dir * rcpDirMin)) * inverseVP;
vec3 rgbA = 0.5 * ( vec3 rgbA = 0.5 * (
texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * ( vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture(tex, fragCoord * inverseVP + dir * -0.5).xyz + texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture(tex, fragCoord * inverseVP + dir * 0.5).xyz); texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma); float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, 1.0); color = vec4(rgbA, 1.0);
else else
color = vec4(rgbB, 1.0); color = vec4(rgbB, 1.0);
return color; return color;
} }
void main() void main()