mirror of
https://github.com/Vita3K/Vita3K.git
synced 2025-04-02 11:02:10 -04:00
63 lines
2.3 KiB
GLSL
63 lines
2.3 KiB
GLSL
// Vita3K emulator project
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// Code adapted from http://horde3d.org/wiki/index.php?title=Shading_Technique_-_FXAA
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#version 410 core
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uniform sampler2D fb;
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uniform vec2 inv_frame_size;
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in vec2 uv_frag;
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out vec3 color_frag;
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void main( void ) {
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//gl_FragColor.xyz = texture2D(buf0,texCoords).xyz;
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//return;
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = 1.0/128.0;
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vec3 rgbNW=texture2D(fb,uv_frag+(vec2(-1.0,-1.0)*inv_frame_size)).xyz;
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vec3 rgbNE=texture2D(fb,uv_frag+(vec2(1.0,-1.0)*inv_frame_size)).xyz;
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vec3 rgbSW=texture2D(fb,uv_frag+(vec2(-1.0,1.0)*inv_frame_size)).xyz;
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vec3 rgbSE=texture2D(fb,uv_frag+(vec2(1.0,1.0)*inv_frame_size)).xyz;
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vec3 rgbM=texture2D(fb,uv_frag).xyz;
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vec3 luma=vec3(0.299, 0.587, 0.114);
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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)) * inv_frame_size;
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vec3 rgbA = (1.0/2.0) * (
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texture2D(fb, uv_frag.xy + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(fb, uv_frag.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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texture2D(fb, uv_frag.xy + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(fb, uv_frag.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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color_frag.xyz=rgbA;
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}else{
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color_frag.xyz=rgbB;
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}
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}
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