From ad7f63669dd3290696f69ab6276535dfefcac410 Mon Sep 17 00:00:00 2001 From: myownfriend Date: Tue, 20 May 2014 23:32:29 -0400 Subject: [PATCH] Update FXAA.glsl --- Data/Sys/Shaders/FXAA.glsl | 106 ++++++++++++++++++------------------- 1 file changed, 52 insertions(+), 54 deletions(-) diff --git a/Data/Sys/Shaders/FXAA.glsl b/Data/Sys/Shaders/FXAA.glsl index 99caff7d03..afcbe5e47d 100644 --- a/Data/Sys/Shaders/FXAA.glsl +++ b/Data/Sys/Shaders/FXAA.glsl @@ -1,18 +1,16 @@ -/* - DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE - Version 2, December 2004 +// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE +// Version 2, December 2004 -Copyright (C) 2013 mudlord +// Copyright (C) 2013 mudlord -Everyone is permitted to copy and distribute verbatim or modified -copies of this license document, and changing it is allowed as long -as the name is changed. +// Everyone is permitted to copy and distribute verbatim or modified +// copies of this license document, and changing it is allowed as long +// as the name is changed. - DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE - TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION +// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE +// TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION - 0. You just DO WHAT THE FUCK YOU WANT TO. -*/ +// 0. You just DO WHAT THE FUCK YOU WANT TO. uniform sampler2D samp9; @@ -20,53 +18,53 @@ out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; -#define FXAA_REDUCE_MIN (1.0/ 128.0) -#define FXAA_REDUCE_MUL (1.0 / 8.0) -#define FXAA_SPAN_MAX 8.0 +#define FXAA_REDUCE_MIN (1.0/ 128.0) +#define FXAA_REDUCE_MUL (1.0 / 8.0) +#define FXAA_SPAN_MAX 8.0 vec4 applyFXAA(vec2 fragCoord, sampler2D tex) { - vec4 color; - vec2 inverseVP = resolution.zw; - vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz; - vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz; - vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz; - vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz; - vec3 rgbM = texture(tex, fragCoord * inverseVP).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 * 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 * ( - texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + - texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * ( - texture(tex, fragCoord * inverseVP + dir * -0.5).xyz + - texture(tex, fragCoord * inverseVP + dir * 0.5).xyz); + vec4 color; + vec2 inverseVP = resolution.zw; + vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz; + vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz; + vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz; + vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz; + vec3 rgbM = texture(tex, fragCoord * inverseVP).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))); - float lumaB = dot(rgbB, luma); - if ((lumaB < lumaMin) || (lumaB > lumaMax)) - color = vec4(rgbA, 1.0); - else - color = vec4(rgbB, 1.0); - return color; + 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 * ( + texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + + texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * ( + texture(tex, fragCoord * inverseVP + dir * -0.5).xyz + + texture(tex, fragCoord * inverseVP + dir * 0.5).xyz); + + float lumaB = dot(rgbB, luma); + if ((lumaB < lumaMin) || (lumaB > lumaMax)) + color = vec4(rgbA, 1.0); + else + color = vec4(rgbB, 1.0); + return color; } void main()