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- #ifdef GL_ES
- precision highp float;
- #endif
- #define FXAA_REDUCE_MIN (1.0/128.0)
- #define FXAA_REDUCE_MUL (1.0/8.0)
- #define FXAA_SPAN_MAX 8.0
- varying vec2 vUV;
- uniform sampler2D textureSampler;
- uniform vec2 texelSize;
- void main(){
- vec2 localTexelSize = texelSize;
- vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));
- vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));
- vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));
- vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));
- vec4 rgbM = texture2D(textureSampler, vUV);
- vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);
- 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 = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((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)) * localTexelSize;
- vec4 rgbA = 0.5 * (
- texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +
- texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));
- vec4 rgbB = rgbA * 0.5 + 0.25 * (
- texture2D(textureSampler, vUV + dir * -0.5) +
- texture2D(textureSampler, vUV + dir * 0.5));
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
- gl_FragColor = rgbA;
- }
- else {
- gl_FragColor = rgbB;
- }
- }
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