Bad FXAA shader

This commit is contained in:
teverse 2020-06-19 17:45:10 +01:00
parent 4e9bfdb964
commit 83ce0d18ef
3 changed files with 139 additions and 46 deletions

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@ -1,55 +1,102 @@
/*
This file was adapted from
https://github.com/BennyQBD/3DEngineCpp/blob/a9264241bfa553ca1dde0277391c6c7e69854f26/res/shaders/filter-fxaa.glsl
please find the copyright information in the link above.
Portions of this file are subject to the following licenes
Copyright (c) 2011 by Armin Ronacher.
Some rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* The names of the contributors may not be used to endorse or
promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
$input v_texcoord0
$input v_texcoord0, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM
#include <teverse.sh>
SAMPLER2D(sColour, 0);
#define fxaaSpanMax 6.0
#define fxaaReduceMin 0.0078125
#define fxaaReduceMul 0.125
#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN (1.0/ 64.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL (1.0 / 4.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 4.0
#endif
//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 = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(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 * (
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(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;
}
void main()
{
vec2 texCoordOffset = u_viewTexel.xy;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaTL = dot(luma, texture2D(sColour, v_texcoord0.xy + (vec2(-1.0, -1.0) * texCoordOffset)).xyz);
float lumaTR = dot(luma, texture2D(sColour, v_texcoord0.xy + (vec2(1.0, -1.0) * texCoordOffset)).xyz);
float lumaBL = dot(luma, texture2D(sColour, v_texcoord0.xy + (vec2(-1.0, 1.0) * texCoordOffset)).xyz);
float lumaBR = dot(luma, texture2D(sColour, v_texcoord0.xy + (vec2(1.0, 1.0) * texCoordOffset)).xyz);
float lumaM = dot(luma, texture2D(sColour, v_texcoord0.xy).xyz);
vec2 dir;
dir.x = -((lumaTL + lumaTR) - (lumaBL + lumaBR));
dir.y = ((lumaTL + lumaBL) - (lumaTR + lumaBR));
float dirReduce = max((lumaTL + lumaTR + lumaBL + lumaBR) * (fxaaReduceMul * 0.25), fxaaReduceMin);
float inverseDirAdjustment = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(fxaaSpanMax, fxaaSpanMax),
max(vec2(-fxaaSpanMax, -fxaaSpanMax), dir * inverseDirAdjustment));
dir.x = dir.x * step(1.0, abs(dir.x));
dir.y = dir.y * step(1.0, abs(dir.y));
dir = dir * texCoordOffset;
vec3 result1 = (1.0/2.0) * (
texture2D(sColour, v_texcoord0.xy + (dir * vec2(1.0/3.0 - 0.5,1.0/3.0 - 0.5))).xyz +
texture2D(sColour, v_texcoord0.xy + (dir * vec2(2.0/3.0 - 0.5,2.0/3.0 - 0.5))).xyz);
vec3 result2 = result1 * (1.0/2.0) + (1.0/4.0) * (
texture2D(sColour, v_texcoord0.xy + (dir * vec2(0.0/3.0 - 0.5,0.0/3.0 - 0.5))).xyz +
texture2D(sColour, v_texcoord0.xy + (dir * vec2(3.0/3.0 - 0.5,3.0/3.0 - 0.5))).xyz);
float lumaMin = min(lumaM, min(min(lumaTL, lumaTR), min(lumaBL, lumaBR)));
float lumaMax = max(lumaM, max(max(lumaTL, lumaTR), max(lumaBL, lumaBR)));
float lumaResult2 = dot(luma, result2);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
vec2 resolution = u_viewRect.zw;
vec2 fragCoord = v_texcoord0 * resolution;
gl_FragColor = fxaa(sColour, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
}

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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec2 v_rgbNW : TEXCOORD1 = vec2(0.0, 0.0);
vec2 v_rgbNE : TEXCOORD2 = vec2(0.0, 0.0);
vec2 v_rgbSW : TEXCOORD3 = vec2(0.0, 0.0);
vec2 v_rgbSE : TEXCOORD4 = vec2(0.0, 0.0);
vec2 v_rgbM : TEXCOORD5 = vec2(0.0, 0.0);
vec3 a_position : POSITION;
vec2 a_texcoord0 : TEXCOORD0;

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@ -1,10 +1,51 @@
/*
Portions of this file are subject to the following licenes
Copyright (c) 2011 by Armin Ronacher.
Some rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* The names of the contributors may not be used to endorse or
promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
$input a_position, a_texcoord0
$output v_texcoord0
$output v_texcoord0, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM
#include <teverse.sh>
void main()
{
vec2 resolution = u_viewRect.zw;
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
vec2 fragCoord = v_texcoord0 * resolution;
vec2 inverseVP = 1.0 / resolution.xy;
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
v_rgbM = vec2(fragCoord * inverseVP);
}