Vita3K/vita3k/shaders-builtin/opengl/render_main_fxaa.frag
2022-08-26 16:52:25 +02:00

63 lines
2.3 KiB
GLSL

// Vita3K emulator project
// Code adapted from http://horde3d.org/wiki/index.php?title=Shading_Technique_-_FXAA
#version 410 core
uniform sampler2D fb;
uniform vec2 inv_frame_size;
in vec2 uv_frag;
out vec3 color_frag;
void main( void ) {
//gl_FragColor.xyz = texture2D(buf0,texCoords).xyz;
//return;
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = 1.0/128.0;
vec3 rgbNW=texture2D(fb,uv_frag+(vec2(-1.0,-1.0)*inv_frame_size)).xyz;
vec3 rgbNE=texture2D(fb,uv_frag+(vec2(1.0,-1.0)*inv_frame_size)).xyz;
vec3 rgbSW=texture2D(fb,uv_frag+(vec2(-1.0,1.0)*inv_frame_size)).xyz;
vec3 rgbSE=texture2D(fb,uv_frag+(vec2(1.0,1.0)*inv_frame_size)).xyz;
vec3 rgbM=texture2D(fb,uv_frag).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)));
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)) * inv_frame_size;
vec3 rgbA = (1.0/2.0) * (
texture2D(fb, uv_frag.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture2D(fb, uv_frag.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(fb, uv_frag.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture2D(fb, uv_frag.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
color_frag.xyz=rgbA;
}else{
color_frag.xyz=rgbB;
}
}