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fgdata/Shaders/HDR/display.frag

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2021-04-10 09:14:16 +00:00
#version 330 core
out vec4 fragColor;
in vec2 texCoord;
in vec4 posPos;
uniform vec2 fg_BufferSize;
uniform sampler2D tex;
const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0/8.0;
const float FXAA_REDUCE_MIN = 1.0/128.0;
vec3 fxaa()
{
vec2 rcpFrame = 1.0 / textureSize(tex, 0);
vec3 rgbNW = textureLod(tex, posPos.zw, 0.0).xyz;
vec3 rgbNE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,0)).xyz;
vec3 rgbSW = textureLodOffset(tex, posPos.zw, 0.0, ivec2(0,1)).xyz;
vec3 rgbSE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,1)).xyz;
vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz;
const 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)) * rcpFrame.xy;
vec3 rgbA = 0.5 * (
textureLod(tex, posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz +
textureLod(tex, posPos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
textureLod(tex, posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz +
textureLod(tex, posPos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax))
return rgbA;
return rgbB;
}
void main()
{
fragColor = vec4(fxaa(), 1.0);
}