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- // DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
- // Version 2, December 2004
- // Copyright (C) 2013 mudlord
- // Everyone is permitted to copy and distribute verbatim or modified
- // copies of this license document, and changing it is allowed as long
- // as the name is changed.
- // DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
- // TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
- // 0. You just DO WHAT THE FUCK YOU WANT TO.
- #define FXAA_REDUCE_MIN (1.0/ 128.0)
- #define FXAA_REDUCE_MUL (1.0 / 8.0)
- #define FXAA_SPAN_MAX 8.0
- float4 applyFXAA(float2 fragCoord)
- {
- float4 color;
- float2 inverseVP = GetInvResolution();
- float3 rgbNW = SampleLocation((fragCoord + float2(-1.0, -1.0)) * inverseVP).xyz;
- float3 rgbNE = SampleLocation((fragCoord + float2(1.0, -1.0)) * inverseVP).xyz;
- float3 rgbSW = SampleLocation((fragCoord + float2(-1.0, 1.0)) * inverseVP).xyz;
- float3 rgbSE = SampleLocation((fragCoord + float2(1.0, 1.0)) * inverseVP).xyz;
- float3 rgbM = SampleLocation(fragCoord * inverseVP).xyz;
- float3 luma = float3(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)));
- float2 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(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
- max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
- dir * rcpDirMin)) * inverseVP;
- float3 rgbA = 0.5 * (
- SampleLocation(fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
- SampleLocation(fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
- float3 rgbB = rgbA * 0.5 + 0.25 * (
- SampleLocation(fragCoord * inverseVP + dir * -0.5).xyz +
- SampleLocation(fragCoord * inverseVP + dir * 0.5).xyz);
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax))
- color = float4(rgbA, 1.0);
- else
- color = float4(rgbB, 1.0);
- return color;
- }
- void main()
- {
- SetOutput(applyFXAA(GetCoordinates() * GetResolution()));
- }
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