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			85 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
#extension GL_EXT_gpu_shader4 : enable
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uniform sampler2D DiffuseSampler;
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uniform vec2 OutSize;
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uniform float VxOffset;
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uniform float SpanMax;
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uniform float ReduceMul;
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varying vec2 texCoord;
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varying vec4 posPos;
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#define FxaaTex(t, p) texture2D(t, p)
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#if __VERSION__ >= 130
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    #define OffsetVec(a, b) ivec2(a, b)
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    #define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)
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#elif defined(GL_EXT_gpu_shader4)
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    #define OffsetVec(a, b) ivec2(a, b)
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    #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
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#else
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    #define OffsetVec(a, b) vec2(a, b)
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    #define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
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#endif
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vec3 FxaaPixelShader(
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  vec4 posPos,   // Output of FxaaVertexShader interpolated across screen.
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  sampler2D tex, // Input texture.
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  vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
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{
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    #define FXAA_REDUCE_MIN   (1.0/128.0)
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    //#define FXAA_REDUCE_MUL   (1.0/8.0)
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    //#define FXAA_SPAN_MAX     8.0
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    vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz;
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    vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz;
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    vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz;
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    vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz;
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    vec3 rgbM  = FxaaTex(tex, posPos.xy).xyz;
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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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    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 * ReduceMul),
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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( SpanMax,  SpanMax),
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          max(vec2(-SpanMax, -SpanMax),
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          dir * rcpDirMin)) * rcpFrame.xy;
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    vec3 rgbA = (1.0/2.0) * (
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        FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
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        FxaaTex(tex, posPos.xy + dir * vec2(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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        FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
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        FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
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    float lumaB = dot(rgbB, luma);
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    if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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        return rgbA;
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    } else {
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        return rgbB;
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    }
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}
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void main() {
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    vec4 baseTexel = texture2D(DiffuseSampler, posPos.xy);
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    gl_FragColor = vec4(FxaaPixelShader(posPos, DiffuseSampler, 1.0 / OutSize), baseTexel.a);
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}
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