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