mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
180 lines
6.7 KiB
Text
180 lines
6.7 KiB
Text
#extension GL_ARB_shader_texture_lod : require
|
|
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
|
|
return texture2DLod( s, coord.xy, coord.w);
|
|
}
|
|
uniform sampler2D _MainTex;
|
|
uniform vec4 _MainTex_TexelSize;
|
|
vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame );
|
|
vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos );
|
|
float FxaaLuma( in vec3 rgb );
|
|
vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA );
|
|
vec3 FxaaFilterReturn( in vec3 rgb );
|
|
vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame );
|
|
vec4 xlat_main( in vec2 uv );
|
|
vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame ) {
|
|
return xll_tex2Dlod( tex, vec4( (pos.xy + (off * rcpFrame)), 0.00000, 0.00000));
|
|
}
|
|
vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos ) {
|
|
return xll_tex2Dlod( tex, vec4( pos.xy , 0.00000, 0.00000));
|
|
}
|
|
float FxaaLuma( in vec3 rgb ) {
|
|
return ((rgb.y * 1.96321) + rgb.x );
|
|
}
|
|
vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA ) {
|
|
return ((vec3( ( -amountOfA ), ( -amountOfA ), ( -amountOfA )) * b) + ((a * vec3( amountOfA, amountOfA, amountOfA)) + b));
|
|
}
|
|
vec3 FxaaFilterReturn( in vec3 rgb ) {
|
|
return rgb;
|
|
}
|
|
vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame ) {
|
|
vec3 rgbN;
|
|
vec3 rgbW;
|
|
vec3 rgbM;
|
|
vec3 rgbE;
|
|
vec3 rgbS;
|
|
float lumaN;
|
|
float lumaW;
|
|
float lumaM;
|
|
float lumaE;
|
|
float lumaS;
|
|
float rangeMin;
|
|
float rangeMax;
|
|
float range;
|
|
vec3 rgbL;
|
|
float lumaL;
|
|
float rangeL;
|
|
float blendL;
|
|
vec3 rgbNW;
|
|
vec3 rgbNE;
|
|
vec3 rgbSW;
|
|
vec3 rgbSE;
|
|
float lumaNW;
|
|
float lumaNE;
|
|
float lumaSW;
|
|
float lumaSE;
|
|
float edgeVert;
|
|
float edgeHorz;
|
|
bool horzSpan;
|
|
float lengthSign;
|
|
float gradientN;
|
|
float gradientS;
|
|
bool pairN;
|
|
vec2 posN;
|
|
vec2 posP;
|
|
vec2 offNP;
|
|
float lumaEndN;
|
|
float lumaEndP;
|
|
bool doneN = false;
|
|
bool doneP = false;
|
|
int i = 0;
|
|
float dstN;
|
|
float dstP;
|
|
bool directionN;
|
|
float spanLength;
|
|
float subPixelOffset;
|
|
vec3 rgbF;
|
|
rgbN = FxaaTexOff( tex, pos.xy , vec2( 0.00000, -1.00000), rcpFrame).xyz ;
|
|
rgbW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 0.00000), rcpFrame).xyz ;
|
|
rgbM = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 0.00000), rcpFrame).xyz ;
|
|
rgbE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 0.00000), rcpFrame).xyz ;
|
|
rgbS = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 1.00000), rcpFrame).xyz ;
|
|
lumaN = FxaaLuma( rgbN);
|
|
lumaW = FxaaLuma( rgbW);
|
|
lumaM = FxaaLuma( rgbM);
|
|
lumaE = FxaaLuma( rgbE);
|
|
lumaS = FxaaLuma( rgbS);
|
|
rangeMin = min( lumaM, min( min( lumaN, lumaW), min( lumaS, lumaE)));
|
|
rangeMax = max( lumaM, max( max( lumaN, lumaW), max( lumaS, lumaE)));
|
|
range = (rangeMax - rangeMin);
|
|
if ( (range < max( 0.0416667, (rangeMax * 0.125000))) ){
|
|
return FxaaFilterReturn( rgbM);
|
|
}
|
|
rgbL = ((((rgbN + rgbW) + rgbM) + rgbE) + rgbS);
|
|
lumaL = ((((lumaN + lumaW) + lumaE) + lumaS) * 0.250000);
|
|
rangeL = abs( (lumaL - lumaM) );
|
|
blendL = (max( 0.00000, ((rangeL / range) - 0.250000)) * 1.33333);
|
|
blendL = min( 0.750000, blendL);
|
|
rgbNW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, -1.00000), rcpFrame).xyz ;
|
|
rgbNE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, -1.00000), rcpFrame).xyz ;
|
|
rgbSW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 1.00000), rcpFrame).xyz ;
|
|
rgbSE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 1.00000), rcpFrame).xyz ;
|
|
rgbL += (((rgbNW + rgbNE) + rgbSW) + rgbSE);
|
|
rgbL *= vec3( 0.111111, 0.111111, 0.111111);
|
|
lumaNW = FxaaLuma( rgbNW);
|
|
lumaNE = FxaaLuma( rgbNE);
|
|
lumaSW = FxaaLuma( rgbSW);
|
|
lumaSE = FxaaLuma( rgbSE);
|
|
edgeVert = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaN)) + (0.250000 * lumaNE)) ) + abs( (((0.500000 * lumaW) + (-1.00000 * lumaM)) + (0.500000 * lumaE)) )) + abs( (((0.250000 * lumaSW) + (-0.500000 * lumaS)) + (0.250000 * lumaSE)) ));
|
|
edgeHorz = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaW)) + (0.250000 * lumaSW)) ) + abs( (((0.500000 * lumaN) + (-1.00000 * lumaM)) + (0.500000 * lumaS)) )) + abs( (((0.250000 * lumaNE) + (-0.500000 * lumaE)) + (0.250000 * lumaSE)) ));
|
|
horzSpan = (edgeHorz >= edgeVert);
|
|
lengthSign = (( horzSpan ) ? ( ( -rcpFrame.y ) ) : ( ( -rcpFrame.x ) ));
|
|
if ( ( !horzSpan ) ){
|
|
lumaN = lumaW;
|
|
}
|
|
if ( ( !horzSpan ) ){
|
|
lumaS = lumaE;
|
|
}
|
|
gradientN = abs( (lumaN - lumaM) );
|
|
gradientS = abs( (lumaS - lumaM) );
|
|
lumaN = ((lumaN + lumaM) * 0.500000);
|
|
lumaS = ((lumaS + lumaM) * 0.500000);
|
|
pairN = (gradientN >= gradientS);
|
|
if ( ( !pairN ) ){
|
|
lumaN = lumaS;
|
|
}
|
|
if ( ( !pairN ) ){
|
|
gradientN = gradientS;
|
|
}
|
|
if ( ( !pairN ) ){
|
|
lengthSign *= -1.00000;
|
|
}
|
|
posN.x = (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( (lengthSign * 0.500000) )));
|
|
posN.y = (pos.y + (( horzSpan ) ? ( (lengthSign * 0.500000) ) : ( 0.00000 )));
|
|
gradientN *= 0.250000;
|
|
posP = posN;
|
|
offNP = (( horzSpan ) ? ( vec2( rcpFrame.x , 0.00000) ) : ( vec2( 0.00000, rcpFrame.y ) ));
|
|
lumaEndN = lumaN;
|
|
lumaEndP = lumaN;
|
|
posN += (offNP * vec2( -1.00000, -1.00000));
|
|
posP += (offNP * vec2( 1.00000, 1.00000));
|
|
for ( ; (i < 16); ( i++ )) {
|
|
if ( ( !doneN ) ){
|
|
lumaEndN = FxaaLuma( FxaaTexLod0( tex, posN.xy ).xyz );
|
|
}
|
|
if ( ( !doneP ) ){
|
|
lumaEndP = FxaaLuma( FxaaTexLod0( tex, posP.xy ).xyz );
|
|
}
|
|
doneN = (doneN || (abs( (lumaEndN - lumaN) ) >= gradientN));
|
|
doneP = (doneP || (abs( (lumaEndP - lumaN) ) >= gradientN));
|
|
if ( (doneN && doneP) ){
|
|
break;
|
|
}
|
|
if ( ( !doneN ) ){
|
|
posN -= offNP;
|
|
}
|
|
if ( ( !doneP ) ){
|
|
posP += offNP;
|
|
}
|
|
}
|
|
dstN = (( horzSpan ) ? ( (pos.x - posN.x ) ) : ( (pos.y - posN.y ) ));
|
|
dstP = (( horzSpan ) ? ( (posP.x - pos.x ) ) : ( (posP.y - pos.y ) ));
|
|
directionN = (dstN < dstP);
|
|
lumaEndN = (( directionN ) ? ( lumaEndN ) : ( lumaEndP ));
|
|
if ( (((lumaM - lumaN) < 0.00000) == ((lumaEndN - lumaN) < 0.00000)) ){
|
|
lengthSign = 0.00000;
|
|
}
|
|
spanLength = (dstP + dstN);
|
|
dstN = (( directionN ) ? ( dstN ) : ( dstP ));
|
|
subPixelOffset = ((0.500000 + (dstN * (-1.00000 / spanLength))) * lengthSign);
|
|
rgbF = FxaaTexLod0( tex, vec2( (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( subPixelOffset ))), (pos.y + (( horzSpan ) ? ( subPixelOffset ) : ( 0.00000 ))))).xyz ;
|
|
return FxaaFilterReturn( FxaaLerp3( rgbL, rgbF, blendL));
|
|
}
|
|
vec4 xlat_main( in vec2 uv ) {
|
|
return vec4( FxaaPixelShader( uv.xy , _MainTex, _MainTex_TexelSize.xy ).xyz , 0.00000);
|
|
}
|
|
varying vec2 xlv_TEXCOORD0;
|
|
void main() {
|
|
vec4 xl_retval;
|
|
xl_retval = xlat_main( vec2(xlv_TEXCOORD0));
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|