89 lines
3.0 KiB
GLSL
89 lines
3.0 KiB
GLSL
/*============================================================================
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FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
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============================================================================*/
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// Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
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#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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varying vec2 vScreenPos;
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#ifdef COMPILEPS
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uniform vec3 cFXAAParams;
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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vScreenPos = GetScreenPosPreDiv(gl_Position);
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}
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void PS()
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{
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float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = 1.0/128.0;
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vec2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
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vec3 rgbNW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, -posOffset.y)).rgb;
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vec3 rgbNE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, -posOffset.y)).rgb;
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vec3 rgbSW = texture2D(sDiffMap, vScreenPos + vec2(-posOffset.x, posOffset.y)).rgb;
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vec3 rgbSE = texture2D(sDiffMap, vScreenPos + vec2(posOffset.x, posOffset.y)).rgb;
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vec3 rgbM = texture2D(sDiffMap, vScreenPos).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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if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
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{
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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(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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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)) * cGBufferInvSize.xy;
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dir *= cFXAAParams.z;
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vec3 rgbA = (1.0/2.0) * (
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texture2D(sDiffMap, vScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(sDiffMap, vScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture2D(sDiffMap, vScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(sDiffMap, vScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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vec3 rgbOut;
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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rgbOut = rgbA;
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else
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rgbOut = rgbB;
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gl_FragColor = vec4(rgbOut, 1.0);
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}
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else
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gl_FragColor = vec4(rgbM, 1.0);
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}
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