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

92 lines
1.7 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
float REVERSEAA_SHARPNESS;
}params;
#pragma parameterREVERSEAA_SHARPNESS¡2.00.010.00.01
layout(std140) uniform UBO
{
mat4 MVP;
}global;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
{
vec3 t, m;
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
mat4x3 df = pos - pre;
m = 0.5 - abs(px - 0.5);
m = params . REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
t =(7 *(df[1]+ df[2])- 3 *(df[0]+ df[3]))/ 16;
t = clamp(t, - m, m);
return t;
}
void main()
{
vec2 pos = fract(vTexCoord * params . SourceSize . xy)- vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * params . SourceSize . zw;
vec3 E = texture(Source, coord + params . SourceSize . zw * vec2(0, 0)). rgb;
vec3 _tx = res2x(texture(Source, coord + params . SourceSize . zw * vec2(- 2, 0)). rgb, texture(Source, coord + params . SourceSize . zw * vec2(- 1, 0)). rgb, E, texture(Source, coord + params . SourceSize . zw * vec2(1, 0)). rgb, texture(Source, coord + params . SourceSize . zw * vec2(2, 0)). rgb)* pos . x;
vec3 _ty = res2x(texture(Source, coord + params . SourceSize . zw * vec2(0, - 2)). rgb, texture(Source, coord + params . SourceSize . zw * vec2(0, - 1)). rgb, E, texture(Source, coord + params . SourceSize . zw * vec2(0, 1)). rgb, texture(Source, coord + params . SourceSize . zw * vec2(0, 2)). rgb)* pos . y;
vec3 res = clamp(E + 2.0 *(_tx + _ty), 0.0, 1.0);
FragColor = vec4(res, 1.0);
}