Created
December 11, 2013 15:55
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FXAA algorithm
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float FXAA_SPAN_MAX = 8.0; | |
float FXAA_REDUCE_MUL = 1.0/8.0; | |
float FXAA_REDUCE_MIN = 1.0/128.0; | |
vec3 rgbNW=texture2D(buf0,texCoords+(vec2(-1.0,-1.0)/frameBufSize)).xyz; | |
vec3 rgbNE=texture2D(buf0,texCoords+(vec2(1.0,-1.0)/frameBufSize)).xyz; | |
vec3 rgbSW=texture2D(buf0,texCoords+(vec2(-1.0,1.0)/frameBufSize)).xyz; | |
vec3 rgbSE=texture2D(buf0,texCoords+(vec2(1.0,1.0)/frameBufSize)).xyz; | |
vec3 rgbM=texture2D(buf0,texCoords).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)) / frameBufSize; | |
vec3 rgbA = (1.0/2.0) * ( | |
texture2D(buf0, texCoords.xy + dir * (1.0/3.0 - 0.5)).xyz + | |
texture2D(buf0, texCoords.xy + dir * (2.0/3.0 - 0.5)).xyz); | |
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( | |
texture2D(buf0, texCoords.xy + dir * (0.0/3.0 - 0.5)).xyz + | |
texture2D(buf0, texCoords.xy + dir * (3.0/3.0 - 0.5)).xyz); | |
float lumaB = dot(rgbB, luma); | |
if((lumaB < lumaMin) || (lumaB > lumaMax)) { | |
gl_FragColor.xyz=rgbA; | |
} else { | |
gl_FragColor.xyz=rgbB; | |
} |
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I'm not an author of this. It was copied from somewhere. just search for FXAA on github, plenty examples.