#version GLSL_VERSION /*============================================================================== VARS ==============================================================================*/ #var AA_METHOD AA_METHOD_FXAA_LIGHT #var AA_QUALITY AA_QUALITY_LOW /*============================================================================*/ #include #include #include uniform sampler2D u_color; uniform vec2 u_texel_size; /*============================================================================== SHADER INTERFACE ==============================================================================*/ GLSL_IN vec2 v_texcoord; //------------------------------------------------------------------------------ GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR; /*============================================================================*/ #if AA_METHOD == AA_METHOD_FXAA_LIGHT # define FXAA_REDUCE_MIN (1.0/128.0) # define FXAA_REDUCE_MUL (1.0/8.0) # define FXAA_SPAN_MAX 8.0 vec4 get(float x, float y) { vec2 coord = v_texcoord + vec2(x,y) * u_texel_size; return GLSL_TEXTURE(u_color, coord); } vec4 fxaa_light() { vec4 rgbNW = get(-1.0,-1.0); vec4 rgbNE = get( 1.0,-1.0); vec4 rgbSW = get(-1.0, 1.0); vec4 rgbSE = get( 1.0, 1.0); vec4 rgbM = get( 0.0, 0.0); float lumaM = luma(rgbM); float lumaNW = luma(rgbNW); float lumaNE = luma(rgbNE); float lumaSW = luma(rgbSW); float lumaSE = luma(rgbSE); 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)) * u_texel_size; vec4 rgbA = 0.5 * ( GLSL_TEXTURE(u_color, v_texcoord + dir * (1.0/3.0 - 0.5)) + GLSL_TEXTURE(u_color, v_texcoord + dir * (2.0/3.0 - 0.5))); vec4 rgbB = rgbA * 0.5 + 0.25 * ( GLSL_TEXTURE(u_color, v_texcoord + dir * -0.5) + GLSL_TEXTURE(u_color, v_texcoord + dir * 0.5)); float lumaB = luma(rgbB); if ((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; else return rgbB; } #elif AA_METHOD == AA_METHOD_FXAA_QUALITY # define FXAA_GREEN_AS_LUMA 1 # include # if AA_QUALITY == AA_QUALITY_HIGH # define FXAA_QUALITY_PRESET 39 # define FXAA_QUALITY_SUBPIX 1.00 # define FXAA_QUALITY_EDGE_THRESHOLD 0.063 # define FXAA_QUALITY_EDGE_THRESHOLD_MIN 0.0312 # elif AA_QUALITY == AA_QUALITY_MEDIUM # define FXAA_QUALITY_PRESET 20 # define FXAA_QUALITY_SUBPIX 0.65 # define FXAA_QUALITY_EDGE_THRESHOLD 0.166 # define FXAA_QUALITY_EDGE_THRESHOLD_MIN 0.0625 # elif AA_QUALITY == AA_QUALITY_LOW # define FXAA_QUALITY_PRESET 12 # define FXAA_QUALITY_SUBPIX 0.50 # define FXAA_QUALITY_EDGE_THRESHOLD 0.166 # define FXAA_QUALITY_EDGE_THRESHOLD_MIN 0.0833 # endif // AA_QUALITY #endif // AA_METHOD /*============================================================================== MAIN ==============================================================================*/ void main(void) { #if AA_METHOD == AA_METHOD_FXAA_LIGHT GLSL_OUT_FRAG_COLOR = fxaa_light(); #elif AA_METHOD == AA_METHOD_FXAA_QUALITY // NOTE: iPad hack vec2 vec2_tmp = u_texel_size; GLSL_OUT_FRAG_COLOR = FxaaPixelShader( v_texcoord, u_color, vec2_tmp, FXAA_QUALITY_SUBPIX, FXAA_QUALITY_EDGE_THRESHOLD, FXAA_QUALITY_EDGE_THRESHOLD_MIN); #endif }