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- #version GLSL_VERSION
- /*==============================================================================
- VARS
- ==============================================================================*/
- #var AA_METHOD AA_METHOD_FXAA_LIGHT
- #var AA_QUALITY AA_QUALITY_LOW
- /*============================================================================*/
- #include <precision_statement.glslf>
- #include <std.glsl>
- #include <color_util.glslf>
- 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 <fxaa.glslf>
- # 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
- }
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