b7784f41d9
Stripped obsolete vk_nv_dedicated_allocation extension. Misc fixes for warnings. Linux now defaults to using ~/.local/share/fte instead of ~/.fte for greater consistency. Other misc linux tweaks. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5267 fc73d0e0-1445-4013-8a0c-d673dee63da5
66 lines
2.1 KiB
GLSL
66 lines
2.1 KiB
GLSL
!!samps 1
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#include "sys/defs.h"
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//
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//This shader implements super-sampled anti-aliasing.
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//
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layout(location=0) varying vec2 texcoord;
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layout(location=1) varying vec2 e_sourcesize;
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#ifdef VERTEX_SHADER
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void main()
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{
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texcoord = v_texcoord.xy;
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texcoord.y = 1.0 - texcoord.y;
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e_sourcesize = v_colour.rg;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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//uniform vec2 e_sourcesize;
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void main( void )
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{
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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(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;
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vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;
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vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;
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vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;
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vec3 rgbM=texture2D(s_t0,texcoord).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((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), 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)) / e_sourcesize;
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vec3 rgbA = (1.0/2.0) * (texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.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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gl_FragColor.xyz=rgbA;
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else
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gl_FragColor.xyz=rgbB;
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gl_FragColor.a = 1.0;
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}
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#endif
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