v4k-git-backup/demos/art/fx/fxFXAA.fs

70 lines
2.6 KiB
GLSL

/// tip:"Requires MSAA off for best results"
// 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);
}