76 lines
2.5 KiB
GLSL
76 lines
2.5 KiB
GLSL
/*
|
|
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);
|
|
}
|