// FXAA fragment shader by Timothy Lottes (public domain) // http://timothylottes.blogspot.com/ uniform sampler2D tex; float FXAA_SUBPIX_SHIFT = 1.0/4.0; // posPos: Output of FxaaVertexShader interpolated across screen. // tex: Input texture. // rcpFrame: const vec2(1.0/frameWidth, 1.0/frameHeight). vec3 FxaaPixelShader(vec4 posPos, sampler2D tex, vec2 rcpFrame) { #define FXAA_REDUCE_MIN (1.0/128.0) #define FXAA_REDUCE_MUL (1.0/8.0) #define FXAA_SPAN_MAX 8.0 vec3 rgbNW = texture2DLod(tex, posPos.zw, 0.0).xyz; vec3 rgbNE = texture2DLod(tex, posPos.zw + vec2(1.0,0.0)*rcpFrame.xy, 0.0).xyz; vec3 rgbSW = texture2DLod(tex, posPos.zw + vec2(0.0,1.0)*rcpFrame.xy, 0.0).xyz; vec3 rgbSE = texture2DLod(tex, posPos.zw + vec2(1.0,1.0)*rcpFrame.xy, 0.0).xyz; vec3 rgbM = texture2DLod(tex, posPos.xy,0.0).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 * 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 = (1.0/2.0) * ( texture2DLod(tex, posPos.xy + dir * (1.0/3.0 - 0.5),0.0).xyz + texture2DLod(tex, posPos.xy + dir * (2.0/3.0 - 0.5),0.0).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2DLod(tex, posPos.xy + dir * (0.0/3.0 - 0.5),0.0).xyz + texture2DLod(tex, posPos.xy + dir * (3.0/3.0 - 0.5),0.0).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; return rgbB; } vec4 FXAA(sampler2D tex, vec2 uv) { vec2 rcpFrame = vec2(1.0/iWidth, 1.0/iHeight); vec4 posPos = vec4(texcoord.st,texcoord.st -(rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT))); vec4 c = vec4(0.0); c.rgb = FxaaPixelShader(posPos, tex, rcpFrame); // c.rgb = texture2D(tex, posPos.xy).rgb - c.rgb; // debug c.a = texture2D(tex, posPos.xy).a; return c; } void main() { FRAGCOLOR = FXAA(iChannel0, texcoord.st); }