57 lines
2 KiB
GLSL
57 lines
2 KiB
GLSL
#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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in vec4 posPos;
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uniform sampler2D color_tex;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0/8.0;
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const float FXAA_REDUCE_MIN = 1.0/128.0;
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void main()
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{
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vec2 rcpFrame = 1.0 / textureSize(color_tex, 0);
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vec3 rgbNW = textureLod(color_tex, posPos.zw, 0.0).xyz;
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vec3 rgbNE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,0)).xyz;
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vec3 rgbSW = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(0,1)).xyz;
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vec3 rgbSE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,1)).xyz;
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vec3 rgbM = textureLod(color_tex, posPos.xy, 0.0).xyz;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * rcpFrame.xy;
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vec3 rgbA = 0.5 * (
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textureLod(color_tex, posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz +
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textureLod(color_tex, posPos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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textureLod(color_tex, posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz +
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textureLod(color_tex, posPos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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fragColor = vec4(rgbA, 1.0);
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else
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fragColor = vec4(rgbB, 1.0);
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}
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