forked from luanti-org/luanti
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
1 parent
8878367
commit 7ba37fe
Showing
4 changed files
with
218 additions
and
1 deletion.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,119 @@ | ||
uniform sampler2D baseTexture; | ||
|
||
uniform vec2 resolution; | ||
|
||
// The MIT License (MIT) Copyright (c) 2014 Matt DesLauriers | ||
|
||
// Permission is hereby granted, free of charge, to any person | ||
// obtaining a copy of this software and associated documentation | ||
// files (the "Software"), to deal in the Software without restriction, | ||
// including without limitation the rights to use, copy, modify, | ||
// merge, publish, distribute, sublicense, and/or sell copies of | ||
// the Software, and to permit persons to whom the Software is | ||
// furnished to do so, subject to the following conditions: | ||
|
||
// The above copyright notice and this permission notice shall be | ||
// included in all copies or substantial portions of the Software. | ||
|
||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | ||
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | ||
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | ||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY | ||
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, | ||
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE | ||
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
|
||
|
||
#define rendered baseTexture | ||
|
||
#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 | ||
|
||
void texcoords(vec2 fragCoord, vec2 resl, | ||
out vec2 v_rgbNW, out vec2 v_rgbNE, | ||
out vec2 v_rgbSW, out vec2 v_rgbSE, | ||
out vec2 v_rgbM) { | ||
vec2 inverseVP = 1.0 / resl.xy; | ||
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; | ||
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; | ||
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; | ||
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; | ||
v_rgbM = vec2(fragCoord * inverseVP); | ||
} | ||
|
||
//optimized version for mobile, where dependent | ||
//texture reads can be a bottleneck | ||
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resl, | ||
vec2 v_rgbNW, vec2 v_rgbNE, | ||
vec2 v_rgbSW, vec2 v_rgbSE, | ||
vec2 v_rgbM) { | ||
vec4 color; | ||
mediump vec2 inverseVP = vec2(1.0 / resl.x, 1.0 / resl.y); | ||
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))); | ||
|
||
mediump vec2 dir; | ||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); | ||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); | ||
|
||
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * | ||
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); | ||
|
||
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; | ||
|
||
vec3 rgbA = 0.5 * ( | ||
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + | ||
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); | ||
vec3 rgbB = rgbA * 0.5 + 0.25 * ( | ||
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + | ||
texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz); | ||
|
||
float lumaB = dot(rgbB, luma); | ||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) | ||
color = vec4(rgbA, texColor.a); | ||
else | ||
color = vec4(rgbB, texColor.a); | ||
return color; | ||
} | ||
|
||
vec4 apply(sampler2D tex, vec2 fragCoord, vec2 resl) { | ||
mediump vec2 v_rgbNW; | ||
mediump vec2 v_rgbNE; | ||
mediump vec2 v_rgbSW; | ||
mediump vec2 v_rgbSE; | ||
mediump vec2 v_rgbM; | ||
|
||
//compute the texture coords | ||
texcoords(fragCoord, resl, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); | ||
|
||
//compute FXAA | ||
return fxaa(tex, fragCoord, resl, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); | ||
} | ||
|
||
void main(void) | ||
{ | ||
gl_FragColor = apply(rendered, gl_TexCoord[0].st * resolution, resolution); | ||
//gl_FragColor = texture2D(rendered, gl_TexCoord[0].st).rgba; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,6 @@ | ||
void main(void) | ||
{ | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = gl_Vertex; | ||
gl_FrontColor = gl_BackColor = gl_Color; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters