fxaa.chunk 2.1 KB

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  1. #pragma define FXAA_REDUCE_MIN (1.0/ 128.0)
  2. #pragma define FXAA_REDUCE_MUL (1.0 / 8.0)
  3. #pragma define FXAA_SPAN_MAX 8.0
  4. //optimized version for mobile, where dependent
  5. //texture reads can be a bottleneck
  6. vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
  7. vec2 v_rgbNW, vec2 v_rgbNE,
  8. vec2 v_rgbSW, vec2 v_rgbSE,
  9. vec2 v_rgbM) {
  10. vec4 color;
  11. mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
  12. vec3 rgbNW = texture(tex, v_rgbNW).xyz;
  13. vec3 rgbNE = texture(tex, v_rgbNE).xyz;
  14. vec3 rgbSW = texture(tex, v_rgbSW).xyz;
  15. vec3 rgbSE = texture(tex, v_rgbSE).xyz;
  16. vec4 texColor = texture(tex, v_rgbM);
  17. vec3 rgbM = texColor.xyz;
  18. vec3 luma = vec3(0.299, 0.587, 0.114);
  19. float lumaNW = dot(rgbNW, luma);
  20. float lumaNE = dot(rgbNE, luma);
  21. float lumaSW = dot(rgbSW, luma);
  22. float lumaSE = dot(rgbSE, luma);
  23. float lumaM = dot(rgbM, luma);
  24. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  25. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  26. mediump vec2 dir;
  27. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  28. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  29. float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
  30. (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
  31. float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
  32. dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  33. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  34. dir * rcpDirMin)) * inverseVP;
  35. vec3 rgbA = 0.5 * (
  36. texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
  37. texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
  38. vec3 rgbB = rgbA * 0.5 + 0.25 * (
  39. texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
  40. texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
  41. float lumaB = dot(rgbB, luma);
  42. if ((lumaB < lumaMin) || (lumaB > lumaMax))
  43. color = vec4(rgbA, texColor.a);
  44. else
  45. color = vec4(rgbB, texColor.a);
  46. return color;
  47. }