mirror of https://github.com/teverse/teverse
Bad FXAA shader
This commit is contained in:
parent
4e9bfdb964
commit
83ce0d18ef
shaders/fxaa
|
@ -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);
|
||||
}
|
|
@ -1,4 +1,9 @@
|
|||
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;
|
|
@ -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);
|
||||
}
|
Loading…
Reference in New Issue