59 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			59 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | uniform sampler2D tex; | ||
|  | uniform vec2 screenSizeInv; | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	const float FXAA_REDUCE_MIN = 1.0 / 128.0; | ||
|  | 	const float FXAA_REDUCE_MUL = 1.0 / 8.0; | ||
|  | 	const float FXAA_SPAN_MAX = 8.0; | ||
|  | 	 | ||
|  | 	vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * screenSizeInv); | ||
|  | 	vec2 tcrgbNE = (texCoord + vec2(1.0, -1.0) * screenSizeInv); | ||
|  | 	vec2 tcrgbSW = (texCoord + vec2(-1.0, 1.0) * screenSizeInv); | ||
|  | 	vec2 tcrgbSE = (texCoord + vec2(1.0, 1.0) * screenSizeInv); | ||
|  | 	vec2 tcrgbM = vec2(texCoord); | ||
|  | 	 | ||
|  | 	vec3 rgbNW = textureLod(tex, tcrgbNW, 0.0).rgb; | ||
|  | 	vec3 rgbNE = textureLod(tex, tcrgbNE, 0.0).rgb; | ||
|  | 	vec3 rgbSW = textureLod(tex, tcrgbSW, 0.0).rgb; | ||
|  | 	vec3 rgbSE = textureLod(tex, tcrgbSE, 0.0).rgb; | ||
|  | 	vec4 texColor = textureLod(tex, tcrgbM, 0.0); | ||
|  | 	vec3 rgbM  = texColor.rgb; | ||
|  | 	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)) * screenSizeInv; | ||
|  | 			   | ||
|  | 	vec3 rgbA = 0.5 * ( | ||
|  | 		textureLod(tex, texCoord + dir * (1.0 / 3.0 - 0.5), 0.0).rgb + | ||
|  | 		textureLod(tex, texCoord + dir * (2.0 / 3.0 - 0.5), 0.0).rgb); | ||
|  | 	fragColor.rgb = rgbA * 0.5 + 0.25 * ( // vec3 rgbB | ||
|  | 		textureLod(tex, texCoord + dir * -0.5, 0.0).rgb + | ||
|  | 		textureLod(tex, texCoord + dir * 0.5, 0.0).rgb); | ||
|  | 		 | ||
|  | 	// float lumaB = dot(rgbB, luma); | ||
|  | 	float lumaB = dot(fragColor.rgb, luma); | ||
|  | 	if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor.rgb = rgbA; | ||
|  | 	// else fragColor.rgb = rgbB; | ||
|  | } |