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