#version 450 layout(set = 0, binding = 0) uniform sampler2D ppIn; // layout (location = 0) in vec2 uv; layout(location = 0) out vec4 outColor; const vec2 resolution = vec2(1920, 1080); #define FXAA_SUBPIX_SHIFT (1.0/4.0) #define FXAA_SPAN_MAX 32.0 #define FXAA_REDUCE_MUL (1.0/FXAA_SPAN_MAX) #define FXAA_REDUCE_MIN (1.0/256.0) void main() { vec2 rcpFrame = 1./resolution.xy; vec2 uv2 = gl_FragCoord.xy / resolution.xy; vec4 uv = vec4(uv2, uv2 - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT))); vec3 luma = vec3(0.299, 0.587, 0.114); vec3 rgbNW = texture(ppIn, uv.zw).xyz; vec3 rgbNE = texture(ppIn, uv.zw + vec2(1,0)*rcpFrame.xy).xyz; vec3 rgbSW = texture(ppIn, uv.zw + vec2(0,1)*rcpFrame.xy).xyz; vec3 rgbSE = texture(ppIn, uv.zw + vec2(1,1)*rcpFrame.xy).xyz; vec3 rgbM = texture(ppIn, uv.xy).xyz; 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))); 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)) * rcpFrame.xy; vec3 rgbA = (1.0/2.0) * ( texture(ppIn, uv.xy + dir * (1.0/3.0 - 0.5)).xyz + texture(ppIn, uv.xy + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture(ppIn, uv.xy + dir * (0.0/3.0 - 0.5)).xyz + texture(ppIn, uv.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) outColor = vec4(rgbA, 1.0); else outColor = vec4(rgbB, 1.0); if(uv.x < 0.5) outColor = vec4(rgbM, 1.0); }