blob: d630b35959dc5c327ec66c75f5b33c7920f41111 [file] [log] [blame]
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D m_Texture;
uniform vec2 g_Resolution;
uniform float m_VxOffset;
uniform float m_SpanMax;
uniform float m_ReduceMul;
varying vec2 texCoord;
varying vec4 posPos;
#define FxaaTex(t, p) texture2D(t, p)
#if __VERSION__ >= 130
#define OffsetVec(a, b) ivec2(a, b)
#define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)
#elif defined(GL_EXT_gpu_shader4)
#define OffsetVec(a, b) ivec2(a, b)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
#else
#define OffsetVec(a, b) vec2(a, b)
#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
#endif
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
#define FXAA_REDUCE_MIN (1.0/128.0)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz;
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz;
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz;
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz;
vec3 rgbM = FxaaTex(tex, posPos.xy).xyz;
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 * m_ReduceMul),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( m_SpanMax, m_SpanMax),
max(vec2(-m_SpanMax, -m_SpanMax),
dir * rcpDirMin)) * rcpFrame.xy;
vec3 rgbA = (1.0/2.0) * (
FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
{
return rgbA;
}
else
{
return rgbB;
}
}
void main()
{
vec2 rcpFrame = vec2(1.0) / g_Resolution;
gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, rcpFrame), 1.0);
}