-
Notifications
You must be signed in to change notification settings - Fork 0
/
fxaa.glsl
178 lines (148 loc) · 5.98 KB
/
fxaa.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
/**
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.
*/
/**
* @license
* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
*
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*/
// #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
uniform float fxaa_reduce_min;
uniform float fxaa_reduce_mul;
uniform float fxaa_span_max;
varying vec2 v_rgbNW;
varying vec2 v_rgbNE;
varying vec2 v_rgbSW;
varying vec2 v_rgbSE;
varying vec2 v_rgbM;
// ----------------------------- VERTEX ----------------------------------------
#ifdef VERTEX
void texcoords(
vec2 fragCoord,
vec2 resolution,
out vec2 v_rgbNW,
out vec2 v_rgbNE,
out vec2 v_rgbSW,
out vec2 v_rgbSE,
out vec2 v_rgbM
) {
vec2 inverseVP = 1.0 / resolution.xy;
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
v_rgbM = vec2(fragCoord * inverseVP);
}
vec4 position( mat4 transform_projection, vec4 vertex_position ) {
//compute the texture coords and store them in varyings
vec2 res = love_ScreenSize.xy;
vec2 fragCoord = VertexTexCoord.xy * res;
texcoords(fragCoord, res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
return transform_projection * vertex_position;
}
#endif
// ----------------------------- FRAGMENT -------------------------------------
#ifdef PIXEL
//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(
Image tex,
vec2 fragCoord,
vec2 resolution,
vec2 v_rgbNW,
vec2 v_rgbNE,
vec2 v_rgbSW,
vec2 v_rgbSE,
vec2 v_rgbM
) {
vec4 color;
mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
vec3 rgbNW = Texel(tex, v_rgbNW).xyz;
vec3 rgbNE = Texel(tex, v_rgbNE).xyz;
vec3 rgbSW = Texel(tex, v_rgbSW).xyz;
vec3 rgbSE = Texel(tex, v_rgbSE).xyz;
vec4 texColor = Texel(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 * (
Texel(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
Texel(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
Texel(tex, fragCoord * inverseVP + dir * -0.5).xyz +
Texel(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, texColor.a);
else
color = vec4(rgbB, texColor.a);
return color;
}
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords ) {
vec2 res = love_ScreenSize.xy;
vec2 fragCoord = texture_coords * res;
return fxaa(tex, fragCoord, res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
}
#endif