peytonplayz585-indev/resources/glsl/fxaa.glsl
2023-07-19 16:08:10 -04:00

256 lines
10 KiB
GLSL

#line 0
precision lowp int;
precision lowp sampler2D;
precision lowp float;
in vec2 pos;
out vec4 fragColor;
#define FXAA_PC 1
#define FXAA_GLSL_130 1
#define FXAA_FAST_PIXEL_OFFSET 0
#define FXAA_GATHER4_ALPHA 0
#ifndef FXAA_GREEN_AS_LUMA
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 1
#endif
#ifndef FXAA_DISCARD
// 1 = Use discard on pixels which don't need AA.
// 0 = Return unchanged color on pixels which don't need AA.
#define FXAA_DISCARD 0
#endif
/*============================================================================
API PORTING
============================================================================*/
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
/*--------------------------------------------------------------------------*/
#define FxaaTexTop(t, p) texture(t, p)
/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif
/*============================================================================
FXAA3 CONSOLE - PC VERSION
============================================================================*/
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
// Used only for FXAA Console, and not used on the 360 version.
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
//
// Input color texture.
// {rgb_} = color in linear or perceptual color space
// if (FXAA_GREEN_AS_LUMA == 0)
// {___a} = luma in perceptual color space (not linear)
FxaaTex tex,
//
// Only used on FXAA Console.
// This must be from a constant/uniform.
// This effects sub-pixel AA quality and inversely sharpness.
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
// Due to the PS3 being ALU bound,
// there are only three safe values here: 2 and 4 and 8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// For all other platforms can be a non-power of two.
// 8.0 is sharper (default!!!)
// 4.0 is softer
// 2.0 is really soft (good only for vector graphics inputs)
FxaaFloat fxaaConsoleEdgeSharpness,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
// Due to the PS3 being ALU bound,
// there are only two safe values here: 1/4 and 1/8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// The console setting has a different mapping than the quality setting.
// Other platforms can use other values.
// 0.125 leaves less aliasing, but is softer (default!!!)
// 0.25 leaves more aliasing, and is sharper
FxaaFloat fxaaConsoleEdgeThreshold,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// The console setting has a different mapping than the quality setting.
// This does not apply to PS3,
// PS3 was simplified to avoid more shader instructions.
// 0.06 - faster but more aliasing in darks
// 0.05 - default
// 0.04 - slower and less aliasing in darks
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaConsoleEdgeThresholdMin
) {
/*--------------------------------------------------------------------------*/
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat lumaM = FxaaLuma(rgbyM);
#else
FxaaFloat lumaM = rgbyM.y;
#endif
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
lumaNe += 1.0/384.0;
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMinM = min(lumaMin, lumaM);
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
if(lumaMaxSubMinM < lumaMaxScaledClamped)
{
#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else
return rgbyM;
#endif
}
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir;
dir.x = dirSwMinusNe + dirSeMinusNw;
dir.y = dirSwMinusNe - dirSeMinusNw;
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir1 = normalize(dir.xy);
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
/*--------------------------------------------------------------------------*/
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
/*--------------------------------------------------------------------------*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
float lumaB = FxaaLuma(rgbyB);
#else
float lumaB = rgbyB.y;
#endif
if((lumaB < lumaMin) || (lumaB > lumaMax))
rgbyB.xyz = rgbyA.xyz * 0.5;
//
return rgbyB;
}
/*==========================================================================*/
uniform sampler2D f_color;
uniform vec2 screenSize;
#define edgeSharpness 7.0
#define edgeThreshold 0.1
#define edgeThresholdMin 0.005
void main(){
vec4 posPos;
posPos.xy = pos - (0.6 / screenSize);
posPos.zw = pos + (0.6 / screenSize);
vec4 rcpFrameOpt;
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
vec4 rcpFrameOpt2;
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
}