SangeFault/assets/minecraft/shaders/program/fxaa.fsh
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 a50683c84e Updated to 1.18.1 Vanilla Assets
basically starting over... this is gonna be fun!
2022-01-20 17:44:06 +01:00

73 lines
2.2 KiB
GLSL

#version 150
uniform sampler2D DiffuseSampler;
uniform vec2 OutSize;
uniform float VxOffset;
uniform float SpanMax;
uniform float ReduceMul;
in vec2 texCoord;
in vec4 posPos;
out vec4 fragColor;
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
#define FXAA_REDUCE_MIN (1.0/128.0)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
vec3 rgbNW = texture(tex, posPos.zw).xyz;
vec3 rgbNE = textureOffset(tex, posPos.zw, ivec2(1,0)).xyz;
vec3 rgbSW = textureOffset(tex, posPos.zw, ivec2(0,1)).xyz;
vec3 rgbSE = textureOffset(tex, posPos.zw, ivec2(1,1)).xyz;
vec3 rgbM = texture(tex, posPos.xy).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 * ReduceMul),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( SpanMax, SpanMax),
max(vec2(-SpanMax, -SpanMax),
dir * rcpDirMin)) * rcpFrame.xy;
vec3 rgbA = (1.0/2.0) * (
texture(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
texture(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
texture(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA;
} else {
return rgbB;
}
}
void main() {
vec4 baseTexel = texture(DiffuseSampler, posPos.xy);
fragColor = vec4(FxaaPixelShader(posPos, DiffuseSampler, 1.0 / OutSize), 1.0);
}