|
|
|
// |
|
// Assembled (de-glslify'ed) from https://github.com/mattdesl/glsl-fxaa |
|
// |
|
|
|
#ifndef FXAA_REDUCE_MIN |
|
#define FXAA_REDUCE_MIN (1.0/ 128.0) |
|
#endif |
|
#ifndef FXAA_REDUCE_MUL |
|
#define FXAA_REDUCE_MUL (1.0 / 8.0) |
|
#endif |
|
#ifndef FXAA_SPAN_MAX |
|
#define FXAA_SPAN_MAX 8.0 |
|
#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; |
|
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))); |
|
|
|
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 texcoords(vec2 fragCoord, vec2 resolution, |
|
out vec2 v_rgbNW, out vec2 v_rgbNE, |
|
out vec2 v_rgbSW, out vec2 v_rgbSE, |
|
out vec2 v_rgbM) { |
|
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); |
|
} |
|
|
|
vec4 apply(sampler2D tex, vec2 fragCoord, vec2 resolution) { |
|
vec2 v_rgbNW; |
|
vec2 v_rgbNE; |
|
vec2 v_rgbSW; |
|
vec2 v_rgbSE; |
|
vec2 v_rgbM; |
|
|
|
// compute the texture coords |
|
texcoords(fragCoord, resolution, |
|
v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); |
|
|
|
// compute FXAA |
|
return fxaa(tex, fragCoord, resolution, |
|
v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); |
|
} |
|
|
|
uniform vec2 resolution; |
|
uniform sampler2D dataTexture; |
|
varying vec2 vUv; |
|
|
|
void main() { |
|
vec2 fragCoord = vUv * resolution; |
|
gl_FragColor = apply(dataTexture, fragCoord, resolution); |
|
} |