fxaa.fragment.fx 1.9 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. #define FXAA_REDUCE_MIN (1.0/128.0)
  5. #define FXAA_REDUCE_MUL (1.0/8.0)
  6. #define FXAA_SPAN_MAX 8.0
  7. varying vec2 vUV;
  8. uniform sampler2D textureSampler;
  9. uniform vec2 texelSize;
  10. void main(){
  11. vec2 localTexelSize = texelSize;
  12. vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));
  13. vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));
  14. vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));
  15. vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));
  16. vec4 rgbM = texture2D(textureSampler, vUV);
  17. vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);
  18. float lumaNW = dot(rgbNW, luma);
  19. float lumaNE = dot(rgbNE, luma);
  20. float lumaSW = dot(rgbSW, luma);
  21. float lumaSE = dot(rgbSE, luma);
  22. float lumaM = dot(rgbM, luma);
  23. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  24. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  25. vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));
  26. float dirReduce = max(
  27. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  28. FXAA_REDUCE_MIN);
  29. float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
  30. dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  31. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  32. dir * rcpDirMin)) * localTexelSize;
  33. vec4 rgbA = 0.5 * (
  34. texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +
  35. texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));
  36. vec4 rgbB = rgbA * 0.5 + 0.25 * (
  37. texture2D(textureSampler, vUV + dir * -0.5) +
  38. texture2D(textureSampler, vUV + dir * 0.5));
  39. float lumaB = dot(rgbB, luma);
  40. if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
  41. gl_FragColor = rgbA;
  42. }
  43. else {
  44. gl_FragColor = rgbB;
  45. }
  46. }