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- #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);
- }
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