Files
mo7sen d38152022e Made some tweaks
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
2021-07-21 15:07:33 +02:00

67 lines
2.0 KiB
GLSL

#version 450
layout(set = 0, binding = 0) uniform sampler2D ppIn;
// layout (location = 0) in vec2 uv;
layout(location = 0) out vec4 outColor;
const vec2 resolution = vec2(1920, 1080);
#define FXAA_SUBPIX_SHIFT (1.0/4.0)
#define FXAA_SPAN_MAX 32.0
#define FXAA_REDUCE_MUL (1.0/FXAA_SPAN_MAX)
#define FXAA_REDUCE_MIN (1.0/256.0)
void main()
{
vec2 rcpFrame = 1./resolution.xy;
vec2 uv2 = gl_FragCoord.xy / resolution.xy;
vec4 uv = vec4(uv2, uv2 - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)));
vec3 luma = vec3(0.299, 0.587, 0.114);
vec3 rgbNW = texture(ppIn, uv.zw).xyz;
vec3 rgbNE = texture(ppIn, uv.zw + vec2(1,0)*rcpFrame.xy).xyz;
vec3 rgbSW = texture(ppIn, uv.zw + vec2(0,1)*rcpFrame.xy).xyz;
vec3 rgbSE = texture(ppIn, uv.zw + vec2(1,1)*rcpFrame.xy).xyz;
vec3 rgbM = texture(ppIn, uv.xy).xyz;
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)));
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)) * rcpFrame.xy;
vec3 rgbA = (1.0/2.0) * (
texture(ppIn, uv.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture(ppIn, uv.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture(ppIn, uv.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture(ppIn, uv.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax))
outColor = vec4(rgbA, 1.0);
else
outColor = vec4(rgbB, 1.0);
}