mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
100 lines
3.7 KiB
Text
100 lines
3.7 KiB
Text
#extension GL_EXT_shader_texture_lod : enable
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lowp vec4 impl_low_texture2DLodEXT(lowp sampler2D sampler, highp vec2 coord, mediump float lod)
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{
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#if defined(GL_EXT_shader_texture_lod)
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return texture2DLodEXT(sampler, coord, lod);
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#else
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return texture2D(sampler, coord, lod);
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#endif
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}
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uniform sampler2D _MainTex;
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uniform highp vec4 _MainTex_TexelSize;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec4 xlv_TEXCOORD1;
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void main ()
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{
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highp vec4 fxaaConsoleRcpFrameOpt_1;
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fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
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highp vec4 fxaaConsoleRcpFrameOpt2_2;
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fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
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lowp vec4 tmpvar_3;
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lowp vec4 rgbyB_4;
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lowp vec4 rgbyA_5;
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highp vec2 dir_6;
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highp float dirSeMinusNw_7;
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highp float lumaMaxSubMinM_8;
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highp float dirSwMinusNe_9;
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highp float lumaM_10;
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highp float lumaNe_11;
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lowp vec4 tmpvar_12;
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tmpvar_12 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xy, 0.0);
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highp float tmpvar_13;
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tmpvar_13 = tmpvar_12.y;
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lowp vec4 tmpvar_14;
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tmpvar_14 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xw, 0.0);
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highp float tmpvar_15;
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tmpvar_15 = tmpvar_14.y;
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lowp vec4 tmpvar_16;
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tmpvar_16 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zy, 0.0);
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highp float tmpvar_17;
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tmpvar_17 = tmpvar_16.y;
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lowp vec4 tmpvar_18;
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tmpvar_18 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zw, 0.0);
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highp float tmpvar_19;
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tmpvar_19 = tmpvar_18.y;
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lowp vec4 tmpvar_20;
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tmpvar_20 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD0, 0.0);
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lumaM_10 = tmpvar_20.y;
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lumaNe_11 = (tmpvar_17 + 0.00260417);
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highp float tmpvar_21;
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tmpvar_21 = max (max (lumaNe_11, tmpvar_19), max (tmpvar_13, tmpvar_15));
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highp float tmpvar_22;
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tmpvar_22 = min (min (lumaNe_11, tmpvar_19), min (tmpvar_13, tmpvar_15));
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highp float tmpvar_23;
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tmpvar_23 = max (0.05, (tmpvar_21 * 0.125));
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dirSwMinusNe_9 = (tmpvar_15 - lumaNe_11);
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lumaMaxSubMinM_8 = (max (tmpvar_21, lumaM_10) - min (tmpvar_22, lumaM_10));
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dirSeMinusNw_7 = (tmpvar_19 - tmpvar_13);
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if ((lumaMaxSubMinM_8 < tmpvar_23)) {
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tmpvar_3 = tmpvar_20;
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} else {
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dir_6.x = (dirSwMinusNe_9 + dirSeMinusNw_7);
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dir_6.y = (dirSwMinusNe_9 - dirSeMinusNw_7);
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highp vec2 tmpvar_24;
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tmpvar_24 = normalize(dir_6);
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highp vec4 tmpvar_25;
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tmpvar_25.zw = vec2(0.0, 0.0);
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tmpvar_25.xy = (xlv_TEXCOORD0 - (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
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highp vec4 tmpvar_26;
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tmpvar_26.zw = vec2(0.0, 0.0);
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tmpvar_26.xy = (xlv_TEXCOORD0 + (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
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highp vec2 tmpvar_27;
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tmpvar_27 = clamp ((tmpvar_24 / (
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min (abs(tmpvar_24.x), abs(tmpvar_24.y))
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* 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
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highp vec4 tmpvar_28;
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tmpvar_28.zw = vec2(0.0, 0.0);
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tmpvar_28.xy = (xlv_TEXCOORD0 - (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
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highp vec4 tmpvar_29;
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tmpvar_29.zw = vec2(0.0, 0.0);
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tmpvar_29.xy = (xlv_TEXCOORD0 + (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
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rgbyA_5 = (impl_low_texture2DLodEXT (_MainTex, tmpvar_25.xy, 0.0) + impl_low_texture2DLodEXT (_MainTex, tmpvar_26.xy, 0.0));
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rgbyB_4 = (((impl_low_texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0) + impl_low_texture2DLodEXT (_MainTex, tmpvar_29.xy, 0.0)) * 0.25) + (rgbyA_5 * 0.25));
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if (((rgbyB_4.y < tmpvar_22) || (rgbyB_4.y > tmpvar_21))) {
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rgbyB_4.xyz = (rgbyA_5.xyz * 0.5);
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};
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tmpvar_3 = rgbyB_4;
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};
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gl_FragData[0] = tmpvar_3;
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}
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// stats: 47 alu 9 tex 2 flow
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// inputs: 2
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: _MainTex_TexelSize (high float) 4x1 [-1]
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// textures: 1
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// #0: _MainTex (low 2d) 0x0 [-1]
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