FXAA + Fiddling
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
@@ -1,13 +1,69 @@
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D ppIN;
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layout(set = 0, binding = 0) uniform sampler2D ppIn;
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layout (location = 0) in vec2 outUV;
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// layout (location = 0) in vec2 uv;
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layout(location = 0) out vec4 outColor;
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const vec2 resolution = vec2(1920, 1080);
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#define FXAA_SUBPIX_SHIFT (1.0/4.0)
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#define FXAA_SPAN_MAX 32.0
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#define FXAA_REDUCE_MUL (1.0/FXAA_SPAN_MAX)
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#define FXAA_REDUCE_MIN (1.0/256.0)
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void main()
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{
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vec3 color = texture(ppIN, outUV).rgb;
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outColor = vec4(color, 1.0);
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vec2 rcpFrame = 1./resolution.xy;
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vec2 uv2 = gl_FragCoord.xy / resolution.xy;
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vec4 uv = vec4(uv2, uv2 - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)));
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vec3 luma = vec3(0.299, 0.587, 0.114);
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vec3 rgbNW = texture(ppIn, uv.zw).xyz;
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vec3 rgbNE = texture(ppIn, uv.zw + vec2(1,0)*rcpFrame.xy).xyz;
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vec3 rgbSW = texture(ppIn, uv.zw + vec2(0,1)*rcpFrame.xy).xyz;
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vec3 rgbSE = texture(ppIn, uv.zw + vec2(1,1)*rcpFrame.xy).xyz;
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vec3 rgbM = texture(ppIn, uv.xy).xyz;
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * rcpFrame.xy;
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vec3 rgbA = (1.0/2.0) * (
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texture(ppIn, uv.xy + dir * (1.0/3.0 - 0.5)).xyz +
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texture(ppIn, uv.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture(ppIn, uv.xy + dir * (0.0/3.0 - 0.5)).xyz +
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texture(ppIn, uv.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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outColor = vec4(rgbA, 1.0);
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else
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outColor = vec4(rgbB, 1.0);
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if(uv.x < 0.5)
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outColor = vec4(rgbM, 1.0);
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}
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