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Jul 11th, 2014
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  1. #version 120
  2.  
  3. uniform sampler2D renderedTex;
  4. uniform vec2 screenSize;
  5. varying vec2 v_tex;
  6.  
  7. //uniform mat3 rgbMat = [3.2404542, -1.5371385, -0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434, -0.2040259, 1.0572252];
  8.  
  9.  
  10. void main(void) {
  11.  
  12. float FXAA_SPAN_MAX = 8.0;
  13. float FXAA_REDUCE_MUL = 1.0/8.0;
  14. float FXAA_REDUCE_MIN = 1.0/128.0;
  15.  
  16. vec3 rgbNW=texture2D(renderedTex,v_tex+(vec2(-1.0,-1.0)/screenSize)).xyz;
  17. vec3 rgbNE=texture2D(renderedTex,v_tex+(vec2(1.0,-1.0)/screenSize)).xyz;
  18. vec3 rgbSW=texture2D(renderedTex,v_tex+(vec2(-1.0,1.0)/screenSize)).xyz;
  19. vec3 rgbSE=texture2D(renderedTex,v_tex+(vec2(1.0,1.0)/screenSize)).xyz;
  20. vec3 rgbM=texture2D(renderedTex,v_tex).xyz;
  21.  
  22. vec3 luma=vec3(0.299, 0.587, 0.114);
  23.  
  24.  
  25.  
  26. float lumaNW = dot(rgbNW, luma);
  27. float lumaNE = dot(rgbNE, luma);
  28. float lumaSW = dot(rgbSW, luma);
  29. float lumaSE = dot(rgbSE, luma);
  30. float lumaM = dot(rgbM, luma);
  31.  
  32. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  33. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  34.  
  35. vec2 dir;
  36. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  37. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  38.  
  39.  
  40.  
  41. float dirReduce = max(
  42. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  43. FXAA_REDUCE_MIN);
  44.  
  45. float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
  46.  
  47. dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  48. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  49. dir * rcpDirMin)) / screenSize;
  50.  
  51.  
  52.  
  53. vec3 rgbA = (1.0/2.0) * (
  54. texture2D(renderedTex, v_tex.xy + dir * (1.0/3.0 - 0.5)).xyz +
  55. texture2D(renderedTex, v_tex.xy + dir * (2.0/3.0 - 0.5)).xyz);
  56. vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  57. texture2D(renderedTex, v_tex.xy + dir * (0.0/3.0 - 0.5)).xyz +
  58. texture2D(renderedTex, v_tex.xy + dir * (3.0/3.0 - 0.5)).xyz);
  59. float lumaB = dot(rgbB, luma);
  60.  
  61. //gl_FragColor.xyz = rgbB.xyz;
  62. //gl_FragColor.a = 1.0;
  63. //return;
  64.  
  65.  
  66. if((lumaB < lumaMin) || (lumaB > lumaMax)){
  67. gl_FragColor.xyz=rgbA;
  68. }else{
  69. gl_FragColor.xyz=rgbB;
  70. }
  71. gl_FragColor.w = 1.0;
  72.  
  73.  
  74. }
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