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Add antialiasing filters (FXAA, SSAA) (luanti-org#13253)
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#define rendered texture0 | ||
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uniform sampler2D rendered; | ||
uniform vec2 texelSize0; | ||
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varying vec2 sampleNW; | ||
varying vec2 sampleNE; | ||
varying vec2 sampleSW; | ||
varying vec2 sampleSE; | ||
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#ifdef GL_ES | ||
varying mediump vec2 varTexCoord; | ||
#else | ||
centroid varying vec2 varTexCoord; | ||
#endif | ||
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/** | ||
Basic FXAA implementation based on the code on geeks3d.com with the | ||
modification that the texture2DLod stuff was removed since it's | ||
unsupported by WebGL. | ||
-- | ||
From: | ||
https://github.com/mitsuhiko/webgl-meincraft | ||
Copyright (c) 2011 by Armin Ronacher. | ||
Some rights reserved. | ||
Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are | ||
met: | ||
* Redistributions of source code must retain the above copyright | ||
notice, this list of conditions and the following disclaimer. | ||
* Redistributions in binary form must reproduce the above | ||
copyright notice, this list of conditions and the following | ||
disclaimer in the documentation and/or other materials provided | ||
with the distribution. | ||
* The names of the contributors may not be used to endorse or | ||
promote products derived from this software without specific | ||
prior written permission. | ||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | ||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | ||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | ||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | ||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | ||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | ||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | ||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | ||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
*/ | ||
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#ifndef FXAA_REDUCE_MIN | ||
#define FXAA_REDUCE_MIN (1.0/ 128.0) | ||
#endif | ||
#ifndef FXAA_REDUCE_MUL | ||
#define FXAA_REDUCE_MUL (1.0 / 8.0) | ||
#endif | ||
#ifndef FXAA_SPAN_MAX | ||
#define FXAA_SPAN_MAX 8.0 | ||
#endif | ||
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//optimized version for mobile, where dependent | ||
//texture reads can be a bottleneck | ||
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP, | ||
vec2 v_rgbNW, vec2 v_rgbNE, | ||
vec2 v_rgbSW, vec2 v_rgbSE, | ||
vec2 v_rgbM) { | ||
vec4 color; | ||
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz; | ||
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz; | ||
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz; | ||
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz; | ||
vec4 texColor = texture2D(tex, v_rgbM); | ||
vec3 rgbM = texColor.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))); | ||
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mediump vec2 dir; | ||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); | ||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); | ||
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * | ||
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); | ||
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); | ||
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), | ||
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), | ||
dir * rcpDirMin)) * inverseVP; | ||
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vec3 rgbA = 0.5 * ( | ||
texture2D(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz + | ||
texture2D(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz); | ||
vec3 rgbB = rgbA * 0.5 + 0.25 * ( | ||
texture2D(tex, fragCoord + dir * -0.5).xyz + | ||
texture2D(tex, fragCoord + dir * 0.5).xyz); | ||
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float lumaB = dot(rgbB, luma); | ||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) | ||
color = vec4(rgbA, 1.0); | ||
else | ||
color = vec4(rgbB, 1.0); | ||
return color; | ||
} | ||
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void main(void) | ||
{ | ||
vec2 uv = varTexCoord.st; | ||
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gl_FragColor = fxaa(rendered, uv, texelSize0, | ||
sampleNW, sampleNE, sampleSW, sampleSE, uv); | ||
} |
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uniform vec2 texelSize0; | ||
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#ifdef GL_ES | ||
varying mediump vec2 varTexCoord; | ||
#else | ||
centroid varying vec2 varTexCoord; | ||
#endif | ||
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varying vec2 sampleNW; | ||
varying vec2 sampleNE; | ||
varying vec2 sampleSW; | ||
varying vec2 sampleSE; | ||
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/* | ||
Based on | ||
https://github.com/mattdesl/glsl-fxaa/ | ||
Portions Copyright (c) 2011 by Armin Ronacher. | ||
*/ | ||
void main(void) | ||
{ | ||
varTexCoord.st = inTexCoord0.st; | ||
sampleNW = varTexCoord.st + vec2(-1.0, -1.0) * texelSize0; | ||
sampleNE = varTexCoord.st + vec2(1.0, -1.0) * texelSize0; | ||
sampleSW = varTexCoord.st + vec2(-1.0, 1.0) * texelSize0; | ||
sampleSE = varTexCoord.st + vec2(1.0, 1.0) * texelSize0; | ||
gl_Position = inVertexPosition; | ||
} |
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