bother. silly comments. try that again.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4944 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2015-07-14 15:02:06 +00:00
parent 510175058e
commit dca5fee18a
2 changed files with 50 additions and 68 deletions

View file

@ -1751,9 +1751,9 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "fxaa",
/*
"This shader implements super-sampled anti-aliasing.\n"
"*/\n"
//
//This shader implements super-sampled anti-aliasing.
//
"varying vec2 texcoord;\n"
@ -1772,9 +1772,6 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"void main( void )\n"
"{\n"
//gl_FragColor.xyz = texture2D(buf0,texcoord).xyz;
//return;
"float FXAA_SPAN_MAX = 8.0;\n"
"float FXAA_REDUCE_MUL = 1.0/8.0;\n"
"float FXAA_REDUCE_MIN = 1.0/128.0;\n"
@ -1799,9 +1796,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n"
"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n"
"float dirReduce = max(\n"
"(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n"
"FXAA_REDUCE_MIN);\n"
"float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n"
"float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);\n"
@ -1809,19 +1804,15 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n"
"dir * rcpDirMin)) / e_sourcesize;\n"
"vec3 rgbA = (1.0/2.0) * (\n"
"texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +\n"
"texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);\n"
"vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (\n"
"texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +\n"
"texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);\n"
"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);\n"
"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);\n"
"float lumaB = dot(rgbB, luma);\n"
"if((lumaB < lumaMin) || (lumaB > lumaMax)){\n"
"if((lumaB < lumaMin) || (lumaB > lumaMax))\n"
"gl_FragColor.xyz=rgbA;\n"
"}else{\n"
"else\n"
"gl_FragColor.xyz=rgbB;\n"
"}\n"
"gl_FragColor.a = 1.0;\n"
"}\n"
"#endif\n"
},

View file

@ -1,6 +1,6 @@
/*
This shader implements super-sampled anti-aliasing.
*/
//
//This shader implements super-sampled anti-aliasing.
//
varying vec2 texcoord;
@ -19,55 +19,46 @@ uniform vec2 e_sourcesize;
void main( void )
{
//gl_FragColor.xyz = texture2D(buf0,texcoord).xyz;
//return;
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = 1.0/128.0;
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(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;
vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;
vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;
vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;
vec3 rgbM=texture2D(s_t0,texcoord).xyz;
vec3 rgbNW=texture2D(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;
vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;
vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;
vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;
vec3 rgbM=texture2D(s_t0,texcoord).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)) / e_sourcesize;
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);
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);
float lumaB = dot(rgbB, luma);
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);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
gl_FragColor.xyz=rgbA;
}else{
gl_FragColor.xyz=rgbB;
}
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)) / e_sourcesize;
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);
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);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax))
gl_FragColor.xyz=rgbA;
else
gl_FragColor.xyz=rgbB;
gl_FragColor.a = 1.0;
}
#endif