diff --git a/Data/Sys/Shaders/FXAA.glsl b/Data/Sys/Shaders/FXAA.glsl new file mode 100644 index 0000000000..8cd0d6fba1 --- /dev/null +++ b/Data/Sys/Shaders/FXAA.glsl @@ -0,0 +1,75 @@ +/* + DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE + Version 2, December 2004 + +Copyright (C) 2013 mudlord + +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. + + DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. You just DO WHAT THE FUCK YOU WANT TO. +*/ + +uniform sampler2D samp9; + +out vec4 ocol0; +in vec2 uv0; + +uniform vec4 resolution; +#define FXAA_REDUCE_MIN (1.0/ 128.0) +#define FXAA_REDUCE_MUL (1.0 / 8.0) +#define FXAA_SPAN_MAX 8.0 + +vec4 applyFXAA(vec2 fragCoord, sampler2D tex) +{ + vec4 color; + vec2 inverseVP = resolution.zw; + 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 rgbSW = 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 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)) * inverseVP; + + vec3 rgbA = 0.5 * ( + texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + + texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * ( + texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + + texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz); + + float lumaB = dot(rgbB, luma); + if ((lumaB < lumaMin) || (lumaB > lumaMax)) + color = vec4(rgbA, 1.0); + else + color = vec4(rgbB, 1.0); + return color; +} + +void main() +{ + ocol0 = applyFXAA(uv0 * resolution.xy, samp9); +}