#version 330 core layout(location = 0) out vec4 fragColor; in vec2 texcoord; in vec4 pos_pos; uniform sampler2D color_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; void main() { vec2 rcpFrame = 1.0 / textureSize(color_tex, 0); vec3 rgbNW = textureLod(color_tex, pos_pos.zw, 0.0).xyz; vec3 rgbNE = textureLodOffset(color_tex, pos_pos.zw, 0.0, ivec2(1,0)).xyz; vec3 rgbSW = textureLodOffset(color_tex, pos_pos.zw, 0.0, ivec2(0,1)).xyz; vec3 rgbSE = textureLodOffset(color_tex, pos_pos.zw, 0.0, ivec2(1,1)).xyz; vec3 rgbM = textureLod(color_tex, pos_pos.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(color_tex, pos_pos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz + textureLod(color_tex, pos_pos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( textureLod(color_tex, pos_pos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz + textureLod(color_tex, pos_pos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, 1.0); else fragColor = vec4(rgbB, 1.0); }