This introduces a FXAA post processing shader for our OpenGL backend. I would like to acredit mudlord for making this possible. He provided the code necessary for making this PP shader possible. Without it, this shader would have still not been done. So a major hats off for doing all the hard work mudlord.

This commit is contained in:
Ryan Houdek 2013-10-27 17:45:53 -05:00
parent 8e73e8ae5f
commit cfa709a1c5

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/*
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2013 mudlord
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
*/
uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
{
vec4 color;
vec2 inverseVP = resolution.zw;
vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
vec3 rgbM = texture(tex, fragCoord * inverseVP).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)));
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 * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(tex, fragCoord * inverseVP + 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()
{
ocol0 = applyFXAA(uv0 * resolution.xy, samp9);
}