group_bot/assets/voxygen/shaders/antialias/fxupscale.glsl

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2024-06-13 23:16:24 +00:00
#include <fxaa.glsl>
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1) };
vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy;
//float center_d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz), 0).x;
float min_depth = 1000;
float max_depth = 0;
for (uint i = 0u; i < dirs.length(); i ++) {
float d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x;
min_depth = min(min_depth, d);
max_depth = max(max_depth, d);
}
vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution, 1.0 + 1.0 / (min_depth * 0 + 0.001 + (max_depth - min_depth) * 500) * 0.001);
vec4 lerped = texture(sampler2D(tex, smplr), fragCoord / screen_res.xy);
//aa_color = lerped;
vec4 closest = aa_color;
float closest_dist = 1000.0;
for (uint i = 0u; i < dirs.length(); i ++) {
vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0);
//float depth_at = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x;
float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1));
if (dist < closest_dist) {
closest = mix(col_at, lerped, min(length(lerped.rgb - col_at.rgb) * 0.25, 1));
closest_dist = dist;
}
}
//return texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz), 0);
return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.75, 0, 1));
}