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- #pragma define FXAA_REDUCE_MIN (1.0/ 128.0)
- #pragma define FXAA_REDUCE_MUL (1.0 / 8.0)
- #pragma define FXAA_SPAN_MAX 8.0
- //optimized version for mobile, where dependent
- //texture reads can be a bottleneck
- vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
- vec2 v_rgbNW, vec2 v_rgbNE,
- vec2 v_rgbSW, vec2 v_rgbSE,
- vec2 v_rgbM) {
- vec4 color;
- mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
- vec3 rgbNW = texture(tex, v_rgbNW).xyz;
- vec3 rgbNE = texture(tex, v_rgbNE).xyz;
- vec3 rgbSW = texture(tex, v_rgbSW).xyz;
- vec3 rgbSE = texture(tex, v_rgbSE).xyz;
- vec4 texColor = texture(tex, v_rgbM);
- vec3 rgbM = texColor.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)));
- mediump 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)) * inverseVP;
- vec3 rgbA = 0.5 * (
- texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
- texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * (
- texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
- texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax))
- color = vec4(rgbA, texColor.a);
- else
- color = vec4(rgbB, texColor.a);
- return color;
- }
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