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filter_fxaa.glsl
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filter_fxaa.glsl
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//High-performance FXAA shader, adapted from:
//https://code.google.com/p/processing/source/browse/trunk/processing/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl?r=9668
// Shader Settings
// The parameters are hardcoded for now, but could be
// made into uniforms to control from the program.
//The maximum span to search along an edge to find and smooth jaggies
//Increasing this wont do much unless you also reduce FXAA_REDUCE_MUL (e.g. increase the denominator)
//Increase this too much, and the quality may suffer (I recommend the default).
float FXAA_SPAN_MAX = 8.0;
//The overall strength of the smoothing effect. A smaller value (larger denominator) is stronger (1.0/8.0 is good for most purposes).
//Increase the strength (e.g increase denominator) too much and the quality may suffer.
float FXAA_REDUCE_MUL = 1.0/18.0;
//Effects the threshold for applying the smoothing effect (threshold is based on local contrast).
//A larger value (smaller denominator) increases the threshold, thus preserving detail better (but leaving more jaggies behind).
float FXAA_REDUCE_MIN = (1.0/18.0);
//Texture detail preservation factor. A higher value will protect texture detail more. A lower value will smooth textures more.
float FXAA_DETAIL_PRESERVE = 4.0;
//If you decrease FXAA_DETAIL_PRESERVE to less than 3.0, I recommend you also try decreasing the strength (decreasing the
//denominators) of FXAA_REDUCE_MUL and FXAA_REDUCE_MIN. You simply dont need as much smoothing when you turn down the texture
//detail preservation, and a combination of low detail preservation and high smoothing can cause weird dot artifacts in textures.
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
// The inverse of the texture dimensions along X and Y
vec2 texcoordOffset = vec2(1.0/bgl_RenderedTextureWidth, 1.0/bgl_RenderedTextureHeight);
vec2 vertTexcoord = gl_TexCoord[0].xy;
void main() {
vec3 rgbNW = texture2D(bgl_RenderedTexture, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbNE = texture2D(bgl_RenderedTexture, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbSW = texture2D(bgl_RenderedTexture, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbSE = texture2D(bgl_RenderedTexture, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbM = texture2D(bgl_RenderedTexture, vertTexcoord.xy).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)));
float lumaRange = abs(lumaMax - lumaMin);
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float texFac = min((1.25*FXAA_DETAIL_PRESERVE)*min(abs(dir.x), abs(dir.y)), 1.0);
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)) * texcoordOffset;
vec3 rgbA = (1.0/2.0) * (
texture2D(bgl_RenderedTexture, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture2D(bgl_RenderedTexture, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
float lumaA = dot(rgbA, luma);
vec3 Bsample1 = texture2D(bgl_RenderedTexture, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz;
float Bluma1 = dot(Bsample1, luma);
vec3 Bsample2 = texture2D(bgl_RenderedTexture, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz;
float Bluma2 = dot(Bsample2, luma);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (Bsample1+Bsample2);
float lumaB = dot(rgbB, luma);
float Xsign = lumaA > Bluma1 ? 1.0:-1.0;
float peakFac =clamp( FXAA_DETAIL_PRESERVE* max( min(Xsign*(lumaA - Bluma1), Xsign*(lumaA - Bluma2)) , 0.0 ) / (lumaRange+.0001) -.25 , 0.0, 1.0);
vec3 color;
if((lumaB < lumaMin) || (lumaB > lumaMax)){
color = rgbA;
}else {
color = mix(rgbB, rgbA, peakFac);
}
gl_FragColor.xyz=mix(color, rgbM, texFac);
gl_FragColor.a = 1.0;
//gl_FragColor.xyz = vec3(texFac);
}