141 lines
5.1 KiB
GLSL
141 lines
5.1 KiB
GLSL
/**
|
|
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.
|
|
*/
|
|
|
|
#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 12.0
|
|
#endif
|
|
|
|
//optimized version for mobile, where dependent
|
|
//texture reads can be a bottleneck
|
|
vec4 fxaa(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution,
|
|
vec2 v_rgbNW, vec2 v_rgbNE,
|
|
vec2 v_rgbSW, vec2 v_rgbSE,
|
|
vec2 v_rgbM) {
|
|
vec4 color;
|
|
vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
|
|
vec3 rgbNW = texture(sampler2D(tex, smplr), v_rgbNW).xyz;
|
|
vec3 rgbNE = texture(sampler2D(tex, smplr), v_rgbNE).xyz;
|
|
vec3 rgbSW = texture(sampler2D(tex, smplr), v_rgbSW).xyz;
|
|
vec3 rgbSE = texture(sampler2D(tex, smplr), v_rgbSE).xyz;
|
|
vec4 texColor = texture(sampler2D(tex, smplr), 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)));
|
|
|
|
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 * 0.75;
|
|
|
|
vec3 rgbA = 0.5 * (
|
|
texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
|
|
texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.7 / 3.0 - 0.5)).xyz);
|
|
vec3 rgbB = rgbA * 0.5 + 0.25 * (
|
|
texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * -0.5).xyz +
|
|
texture(sampler2D(tex, smplr), 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;
|
|
}
|
|
|
|
|
|
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;
|
|
const float scale = 0.75;
|
|
v_rgbNW = (fragCoord + vec2(-scale, -scale)) * inverseVP;
|
|
v_rgbNE = (fragCoord + vec2(scale, -scale)) * inverseVP;
|
|
v_rgbSW = (fragCoord + vec2(-scale, scale)) * inverseVP;
|
|
v_rgbSE = (fragCoord + vec2(scale, scale)) * inverseVP;
|
|
v_rgbM = vec2(fragCoord * inverseVP);
|
|
}
|
|
|
|
vec4 fxaa_apply(
|
|
texture2D tex, sampler smplr,
|
|
vec2 fragCoord,
|
|
vec2 resolution,
|
|
float sampleScale
|
|
) {
|
|
vec2 v_rgbNW;
|
|
vec2 v_rgbNE;
|
|
vec2 v_rgbSW;
|
|
vec2 v_rgbSE;
|
|
vec2 v_rgbM;
|
|
|
|
float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x / resolution.x * sampleScale;
|
|
|
|
vec2 scaled_fc = fragCoord * fxaa_scale;
|
|
vec2 scaled_res = resolution * fxaa_scale;
|
|
|
|
//compute the texture coords
|
|
texcoords(scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
|
|
|
|
//compute FXAA
|
|
return fxaa(tex, smplr, scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
|
|
}
|