4 // http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
5 // http://jmonkeyengine.googlecode.com/svn-history/r9095/trunk/engine/src/core-data/Common/MatDefs/Post/
7 #extension GL_EXT_gpu_shader4 : enable
9 uniform sampler2D m_Texture;
10 uniform vec2 g_Resolution = vec2(800,600);
12 //uniform float m_VxOffset;
13 uniform float m_SpanMax = 8.0;
14 uniform float m_ReduceMul = (1.0/8.0);
16 varying vec2 texCoord;
19 #define FxaaTex(t, p) texture2D(t, p)
21 #define OffsetVec(a, b) ivec2(a, b)
22 #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
25 vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
26 sampler2D tex, // Input texture.
27 vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
30 #define FXAA_REDUCE_MIN (1.0/128.0)
31 //#define FXAA_REDUCE_MUL (1.0/8.0)
32 //#define FXAA_SPAN_MAX 8.0
34 vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz;
35 vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz;
36 vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz;
37 vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz;
39 vec3 rgbM = FxaaTex(tex, posPos.xy).xyz;
41 vec3 luma = vec3(0.299, 0.587, 0.114);
42 float lumaNW = dot(rgbNW, luma);
43 float lumaNE = dot(rgbNE, luma);
44 float lumaSW = dot(rgbSW, luma);
45 float lumaSE = dot(rgbSE, luma);
46 float lumaM = dot(rgbM, luma);
48 float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
49 float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
52 dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
53 dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
55 float dirReduce = max(
56 (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul),
58 float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
59 dir = min(vec2( m_SpanMax, m_SpanMax),
60 max(vec2(-m_SpanMax, -m_SpanMax),
61 dir * rcpDirMin)) * rcpFrame.xy;
63 vec3 rgbA = (1.0/2.0) * (
64 FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
65 FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
66 vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
67 FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
68 FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
70 float lumaB = dot(rgbB, luma);
72 if ((lumaB < lumaMin) || (lumaB > lumaMax))
84 vec2 rcpFrame = vec2(1.0) / g_Resolution;
85 gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, rcpFrame), 1.0);
86 // gl_FragColor.g *= 2;