#extension GL_EXT_gpu_shader4 : enable uniform sampler2D DiffuseSampler; uniform vec2 OutSize; uniform float VxOffset; uniform float SpanMax; uniform float ReduceMul; varying vec2 texCoord; varying vec4 posPos; #define FxaaTex(t, p) texture2D(t, p) #if __VERSION__ >= 130 #define OffsetVec(a, b) ivec2(a, b) #define FxaaTexOff(t, p, o, r) textureOffset(t, p, o) #elif defined(GL_EXT_gpu_shader4) #define OffsetVec(a, b) ivec2(a, b) #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) #else #define OffsetVec(a, b) vec2(a, b) #define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r) #endif 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 = FxaaTex(tex, posPos.zw).xyz; vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz; vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz; vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz; vec3 rgbM = FxaaTex(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) * ( FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz + FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz + FxaaTex(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 = texture2D(DiffuseSampler, posPos.xy); gl_FragColor = vec4(FxaaPixelShader(posPos, DiffuseSampler, 1.0 / OutSize), 1.0); }