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@kasperkamperman
Created May 12, 2017 10:31
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Port of fxaa.glsl code from Reinder Nijhoff to Processing
// Created by Reinder Nijhoff 2016
// @reindernijhoff
//
// https://www.shadertoy.com/view/ls3GWS
// FXAA code from: http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
//
// ported to work in Processing by Kasper Kamperman.com
#define FXAA_SPAN_MAX 8.0
#define FXAA_REDUCE_MUL (1.0/FXAA_SPAN_MAX)
#define FXAA_REDUCE_MIN (1.0/128.0)
#define FXAA_SUBPIX_SHIFT (1.0/4.0)
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D texture;
uniform vec2 texOffset;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform vec2 u_resolution;
uniform vec3 u_mouse;
uniform float u_time;
// Layer between Processing and Shadertoy uniforms
vec3 iResolution = vec3(u_resolution,0.0);
//float iGlobalTime = u_time;
//vec4 iMouse = vec4(u_mouse,0.0); // zw would normally be the click status
vec2 rcpFrame = 1./iResolution.xy;
vec3 FxaaPixelShader( vec4 uv ) {
//vec3 rgbNW = texture2DLodEXT(tex, uv.zw, 0.0).xyz;
//vec3 rgbNE = texture2DLodEXT(tex, uv.zw + vec2(1,0)*rcpFrame.xy, 0.0).xyz;
//vec3 rgbSW = texture2DLodEXT(tex, uv.zw + vec2(0,1)*rcpFrame.xy, 0.0).xyz;
//vec3 rgbSE = texture2DLodEXT(tex, uv.zw + vec2(1,1)*rcpFrame.xy, 0.0).xyz;
//vec3 rgbM = texture2DLodEXT(tex, uv.xy, 0.0).xyz;
vec3 rgbNW = texture2D(texture, uv.zw).rgb;
vec3 rgbNE = texture2D(texture, uv.zw + vec2(1,0)*rcpFrame.xy).rgb;
vec3 rgbSW = texture2D(texture, uv.zw + vec2(0,1)*rcpFrame.xy).rgb;
vec3 rgbSE = texture2D(texture, uv.zw + vec2(1,1)*rcpFrame.xy).rgb;
vec3 rgbM = texture2D(texture, uv.xy).rgb;
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)) * rcpFrame.xy;
// vec3 rgbA = (1.0/2.0) * (
// texture2DLodEXT(tex, uv.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz +
// texture2DLodEXT(tex, uv.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz);
// vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
// texture2DLodEXT(tex, uv.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz +
// texture2DLodEXT(tex, uv.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz);
vec3 rgbA = (1.0/2.0) * (
texture2D(texture, uv.xy + dir * (1.0/3.0 - 0.5)).rgb +
texture2D(texture, uv.xy + dir * (2.0/3.0 - 0.5)).rgb);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(texture, uv.xy + dir * (0.0/3.0 - 0.5)).rgb +
texture2D(texture, uv.xy + dir * (3.0/3.0 - 0.5)).rgb);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB;
}
//void mainImage( out vec4 fragColor, in vec2 gl_gl_FragCoord )
void main(void)
{
//vec3 pixelColor;
vec2 uv2 = gl_FragCoord.xy / iResolution.xy;
vec3 col;
//texture2D(srcSampler, src).rgb;
//texture2D(texture, vertTexCoord.st).rgb;
//if( uv2.x < splitCoord/iResolution.x ) {
// 0.25
vec4 uv = vec4( uv2, uv2 - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)));
col = FxaaPixelShader(uv);
gl_FragColor = vec4( col, 1. );
// write pixel
//gl_FragColor = vec4(pixelColor, 1.0);
}
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