117 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #define rendered texture0
 | |
| 
 | |
| uniform sampler2D rendered;
 | |
| uniform vec2 texelSize0;
 | |
| 
 | |
| varying vec2 sampleNW;
 | |
| varying vec2 sampleNE;
 | |
| varying vec2 sampleSW;
 | |
| varying vec2 sampleSE;
 | |
| 
 | |
| #ifdef GL_ES
 | |
| varying mediump vec2 varTexCoord;
 | |
| #else
 | |
| centroid varying vec2 varTexCoord;
 | |
| #endif
 | |
| 
 | |
| /**
 | |
| Basic FXAA implementation based on the code on geeks3d.com with the
 | |
| modification that the texture2DLod stuff was removed since it's
 | |
| unsupported by WebGL.
 | |
| --
 | |
| From:
 | |
| https://github.com/mitsuhiko/webgl-meincraft
 | |
| Copyright (c) 2011 by Armin Ronacher.
 | |
| Some rights reserved.
 | |
| Redistribution and use in source and binary forms, with or without
 | |
| modification, are permitted provided that the following conditions are
 | |
| met:
 | |
|     * Redistributions of source code must retain the above copyright
 | |
|       notice, this list of conditions and the following disclaimer.
 | |
|     * Redistributions in binary form must reproduce the above
 | |
|       copyright notice, this list of conditions and the following
 | |
|       disclaimer in the documentation and/or other materials provided
 | |
|       with the distribution.
 | |
|     * The names of the contributors may not be used to endorse or
 | |
|       promote products derived from this software without specific
 | |
|       prior written permission.
 | |
| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 | |
| "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 | |
| LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 | |
| A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 | |
| OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 | |
| SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 | |
| LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 | |
| DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 | |
| THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 | |
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 | |
| OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 | |
| */
 | |
| 
 | |
| #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 inverseVP,
 | |
|             vec2 v_rgbNW, vec2 v_rgbNE, 
 | |
|             vec2 v_rgbSW, vec2 v_rgbSE, 
 | |
|             vec2 v_rgbM) {
 | |
|     vec4 color;
 | |
|     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)));
 | |
| 
 | |
|     mediump 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 + dir * (1.0 / 3.0 - 0.5)).xyz +
 | |
|         texture2D(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz);
 | |
|     vec3 rgbB = rgbA * 0.5 + 0.25 * (
 | |
|         texture2D(tex, fragCoord + dir * -0.5).xyz +
 | |
|         texture2D(tex, fragCoord + dir * 0.5).xyz);
 | |
| 
 | |
|     float lumaB = dot(rgbB, luma);
 | |
|     if ((lumaB < lumaMin) || (lumaB > lumaMax))
 | |
|         color = vec4(rgbA, 1.0);
 | |
|     else
 | |
|         color = vec4(rgbB, 1.0);
 | |
|     return color;
 | |
| }
 | |
| 
 | |
| void main(void)
 | |
| {
 | |
| 	vec2 uv = varTexCoord.st;
 | |
| 
 | |
| 	gl_FragColor = fxaa(rendered, uv, texelSize0, 
 | |
| 		sampleNW, sampleNE, sampleSW, sampleSE, uv);
 | |
| }
 |