fuckingtech/public/assets/glsl/lygia/sample/fxaa.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

74 lines
3 KiB
GLSL

#include "../sampler.glsl"
/*
contributors: [Armin Ronacher, Matt DesLauriers]
description: Basic FXAA implementation based on the code on geeks3d.com with the modification that the texture2DLod stuff was removed since it's unsupported by WebGL from https://github.com/mitsuhiko/webgl-meincraft
use: sampleFXAA(<SAMPLER_TYPE> tex, <vec2> st, <vec2> pixel)
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
- SAMPLEFXAA_REDUCE_MIN
- SAMPLEFXAA_REDUCE_MUL
- SAMPLEFXAA_SPAN_MAX
- SAMPLEFXAA_SAMPLE_FNC
license:
- BSD licensed (BSD) Copyright (c) 2011 by Armin Ronacher
- MIT License (MIT) Copyright (c) 2014 Matt DesLauriers
*/
#ifndef SAMPLEFXAA_REDUCE_MIN
#define SAMPLEFXAA_REDUCE_MIN (1.0/128.0)
#endif
#ifndef SAMPLEFXAA_REDUCE_MUL
#define SAMPLEFXAA_REDUCE_MUL (1.0/8.0)
#endif
#ifndef SAMPLEFXAA_SPAN_MAX
#define SAMPLEFXAA_SPAN_MAX 8.0
#endif
#ifndef SAMPLEFXAA_SAMPLE_FNC
#define SAMPLEFXAA_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef FNC_SAMPLEFXAA
#define FNC_SAMPLEFXAA
vec4 sampleFXAA(SAMPLER_TYPE tex, vec2 uv, vec2 pixel) {
vec3 rgbNW = SAMPLEFXAA_SAMPLE_FNC(tex,uv.xy + vec2( -1.0, -1.0 ) * pixel).xyz;
vec3 rgbNE = SAMPLEFXAA_SAMPLE_FNC(tex,uv.xy + vec2( 1.0, -1.0 ) * pixel).xyz;
vec3 rgbSW = SAMPLEFXAA_SAMPLE_FNC(tex,uv.xy + vec2( -1.0, 1.0 ) * pixel).xyz;
vec3 rgbSE = SAMPLEFXAA_SAMPLE_FNC(tex,uv.xy + vec2( 1.0, 1.0 ) * pixel).xyz;
vec4 rgbaM = SAMPLEFXAA_SAMPLE_FNC(tex,uv.xy * pixel);
vec3 rgbM = rgbaM.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 = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)),
((lumaNW + lumaSW) - (lumaNE + lumaSE)) );
float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * SAMPLEFXAA_REDUCE_MUL ),
SAMPLEFXAA_REDUCE_MIN );
float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );
dir = min( vec2(SAMPLEFXAA_SPAN_MAX, SAMPLEFXAA_SPAN_MAX),
max(vec2(-SAMPLEFXAA_SPAN_MAX, -SAMPLEFXAA_SPAN_MAX),
dir * rcpDirMin)) * pixel;
vec4 rgbA = 0.5 * ( SAMPLEFXAA_SAMPLE_FNC(tex, uv.xy + dir * (1.0/3.0 - 0.5)) +
SAMPLEFXAA_SAMPLE_FNC(tex, uv.xy + dir * (2.0/3.0 - 0.5)) );
vec4 rgbB = rgbA * 0.5 + 0.25 * (
SAMPLEFXAA_SAMPLE_FNC(tex, uv.xy + dir * -0.5) +
SAMPLEFXAA_SAMPLE_FNC(tex, uv.xy + dir * 0.5) );
float lumaB = dot(rgbB, vec4(luma, 0.0));
if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) )
return rgbA;
else
return rgbB;
}
#endif