Urho3D/bin/CoreData/Shaders/GLSL/FXAA2.glsl
2015-01-18 21:31:13 +08:00

89 lines
3.0 KiB
GLSL

/*============================================================================
FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
============================================================================*/
// Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
varying vec2 vScreenPos;
#ifdef COMPILEPS
uniform vec3 cFXAAParams;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vScreenPos = GetScreenPosPreDiv(gl_Position);
}
void PS()
{
float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = 1.0/128.0;
vec2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
vec3 rgbNW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, -posOffset.y)).rgb;
vec3 rgbNE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, -posOffset.y)).rgb;
vec3 rgbSW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, posOffset.y)).rgb;
vec3 rgbSE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, posOffset.y)).rgb;
vec3 rgbM = texture2D(sDiffMap, vScreenPos).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)));
if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
{
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)) * cGBufferInvSize.xy;
dir *= cFXAAParams.z;
vec3 rgbA = (1.0/2.0) * (
texture2D(sDiffMap, vScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
texture2D(sDiffMap, vScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(sDiffMap, vScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
texture2D(sDiffMap, vScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
vec3 rgbOut;
if((lumaB < lumaMin) || (lumaB > lumaMax))
rgbOut = rgbA;
else
rgbOut = rgbB;
gl_FragColor = vec4(rgbOut, 1.0);
}
else
gl_FragColor = vec4(rgbM, 1.0);
}