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- #extension GL_EXT_gpu_shader4 : enable
- uniform sampler2D DiffuseSampler;
- uniform vec2 OutSize;
- uniform float VxOffset;
- uniform float SpanMax;
- uniform float ReduceMul;
- varying vec2 texCoord;
- varying vec4 posPos;
- #define FxaaTex(t, p) texture2D(t, p)
- #if __VERSION__ >= 130
- #define OffsetVec(a, b) ivec2(a, b)
- #define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)
- #elif defined(GL_EXT_gpu_shader4)
- #define OffsetVec(a, b) ivec2(a, b)
- #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
- #else
- #define OffsetVec(a, b) vec2(a, b)
- #define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
- #endif
- vec3 colorCorrect (vec3 color) {
- vec3 Gray = vec3(0.3, 0.59, 0.11);
- float Saturation = 1.8;
- float Luma = dot(color, Gray);
- vec3 Chroma = color - Luma;
- color = (Chroma * Saturation) + Luma;
- return color;
- }
- vec3 FxaaPixelShader(
- vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
- sampler2D tex, // Input texture.
- vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
- {
- #define FXAA_REDUCE_MIN (1.0/128.0)
- //#define FXAA_REDUCE_MUL (1.0/8.0)
- //#define FXAA_SPAN_MAX 8.0
- vec3 rgbNW = colorCorrect(FxaaTex(tex, posPos.zw).xyz);
- vec3 rgbNE = colorCorrect(FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz);
- vec3 rgbSW = colorCorrect(FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz);
- vec3 rgbSE = colorCorrect(FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz);
- vec3 rgbM = colorCorrect(FxaaTex(tex, posPos.xy).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)));
- vec2 dir;
- dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
- dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
- float dirReduce = max(
- (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * ReduceMul),
- FXAA_REDUCE_MIN);
- float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
- dir = min(vec2( SpanMax, SpanMax),
- max(vec2(-SpanMax, -SpanMax),
- dir * rcpDirMin)) * rcpFrame.xy;
- vec3 rgbA = (1.0/2.0) * (
- FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
- FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
- vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
- FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
- FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
- rgbA = colorCorrect(rgbA);
- rgbB = colorCorrect(rgbB);
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
- return rgbA;
- } else {
- return rgbB;
- }
- }
- void main() {
- gl_FragColor = vec4(FxaaPixelShader(posPos, DiffuseSampler, 1.0 / OutSize), 1.0);
- }
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