RetroArch-Wii-U-Slang-Shaders/anti-aliasing/shaders/fxaa.frag
2020-04-26 18:03:54 -05:00

263 lines
5.1 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
}params;
layout(std140) uniform UBO
{
mat4 MVP;
}global;
float FxaaLuma(vec3 rgb){
return rgb . y *(0.587 / 0.299)+ rgb . x;
}
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA){
return(vec3(- amountOfA)* b)+((a * vec3(amountOfA))+ b);
}
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame){
float x = pos . x + float(off . x)* rcpFrame . x;
float y = pos . y + float(off . y)* rcpFrame . y;
return texture(tex, vec2(x, y));
}
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
{
vec3 rgbN = FxaaTexOff(tex, pos . xy, ivec2(0, - 1), rcpFrame). xyz;
vec3 rgbW = FxaaTexOff(tex, pos . xy, ivec2(- 1, 0), rcpFrame). xyz;
vec3 rgbM = FxaaTexOff(tex, pos . xy, ivec2(0, 0), rcpFrame). xyz;
vec3 rgbE = FxaaTexOff(tex, pos . xy, ivec2(1, 0), rcpFrame). xyz;
vec3 rgbS = FxaaTexOff(tex, pos . xy, ivec2(0, 1), rcpFrame). xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max((1.0 / 24.0), rangeMax *(1.0 / 8.0)))
{
return rgbM;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL =(lumaN + lumaW + lumaE + lumaS)* 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0,(rangeL / range)-(1.0 / 4.0))*(1.0 /(1.0 -(1.0 / 4.0)));
blendL = min((3.0 / 4.0), blendL);
vec3 rgbNW = FxaaTexOff(tex, pos . xy, ivec2(- 1, - 1), rcpFrame). xyz;
vec3 rgbNE = FxaaTexOff(tex, pos . xy, ivec2(1, - 1), rcpFrame). xyz;
vec3 rgbSW = FxaaTexOff(tex, pos . xy, ivec2(- 1, 1), rcpFrame). xyz;
vec3 rgbSE = FxaaTexOff(tex, pos . xy, ivec2(1, 1), rcpFrame). xyz;
rgbL +=(rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0 / 9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW)+(- 0.5 * lumaN)+(0.25 * lumaNE))+
abs((0.50 * lumaW)+(- 1.0 * lumaM)+(0.50 * lumaE))+
abs((0.25 * lumaSW)+(- 0.5 * lumaS)+(0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW)+(- 0.5 * lumaW)+(0.25 * lumaSW))+
abs((0.50 * lumaN)+(- 1.0 * lumaM)+(0.50 * lumaS))+
abs((0.25 * lumaNE)+(- 0.5 * lumaE)+(0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? - rcpFrame . y : - rcpFrame . x;
if(! horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN =(lumaN + lumaM)* 0.5;
lumaS =(lumaS + lumaM)* 0.5;
if(gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= - 1.0;
}
vec2 posN;
posN . x = pos . x +(horzSpan ? 0.0 : lengthSign * 0.5);
posN . y = pos . y +(horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *=(1.0 / 4.0);
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame . x, 0.0): vec2(0.0, rcpFrame . y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(- 1.0, - 1.0);
posP += offNP * vec2(1.0, 1.0);
for(int i = 0;i < 32;i ++){
if(! doneN)
{
lumaEndN = FxaaLuma(texture(tex, posN . xy). xyz);
}
if(! doneP)
{
lumaEndP = FxaaLuma(texture(tex, posP . xy). xyz);
}
doneN = doneN ||(abs(lumaEndN - lumaN)>= gradientN);
doneP = doneP ||(abs(lumaEndP - lumaN)>= gradientN);
if(doneN && doneP)
{
break;
}
if(! doneN)
{
posN -= offNP;
}
if(! doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos . x - posN . x : pos . y - posN . y;
float dstP = horzSpan ? posP . x - pos . x : posP . y - pos . y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN)< 0.0)==((lumaEndN - lumaN)< 0.0))
{
lengthSign = 0.0;
}
float spanLength =(dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset =(0.5 +(dstN *(- 1.0 / spanLength)))* lengthSign;
vec3 rgbF = texture(tex, vec2(
pos . x +(horzSpan ? 0.0 : subPixelOffset),
pos . y +(horzSpan ? subPixelOffset : 0.0))). xyz;
return FxaaLerp3(rgbL, rgbF, blendL);
}
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
void main()
{
FragColor = vec4(FxaaPixelShader(vTexCoord, Source, vec2(params . SourceSize . z, params . SourceSize . w)), 1.0)* 1.0;
}