diff --git a/engine/gl/r_bishaders.h b/engine/gl/r_bishaders.h index 35f1d3c31..56623a19e 100644 --- a/engine/gl/r_bishaders.h +++ b/engine/gl/r_bishaders.h @@ -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" }, diff --git a/engine/shaders/glsl/fxaa.glsl b/engine/shaders/glsl/fxaa.glsl index e0ea01a52..d974f2e7c 100644 --- a/engine/shaders/glsl/fxaa.glsl +++ b/engine/shaders/glsl/fxaa.glsl @@ -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