#version 140 uniform vec4 u_viewport_size; uniform sampler2D u_sampler; in vec2 tex_coords; out vec4 frag_color; // thanks https://github.com/mattdesl/glsl-fxaa #ifndef FXAA_REDUCE_MIN #define FXAA_REDUCE_MIN (1.0/ 128.0) #endif #ifndef FXAA_REDUCE_MUL #define FXAA_REDUCE_MUL (1.0 / 8.0) #endif #ifndef FXAA_SPAN_MAX #define FXAA_SPAN_MAX 8.0 #endif vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inv_resolution, vec2 v_rgbNW, vec2 v_rgbNE, vec2 v_rgbSW, vec2 v_rgbSE, vec2 v_rgbM) { vec4 color; vec2 inverseVP = inv_resolution; vec3 rgbNW = texture(tex, v_rgbNW).xyz; vec3 rgbNE = texture(tex, v_rgbNE).xyz; vec3 rgbSW = texture(tex, v_rgbSW).xyz; vec3 rgbSE = texture(tex, v_rgbSE).xyz; vec4 texColor = texture(tex, v_rgbM); vec3 rgbM = texColor.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)) * inverseVP; vec3 rgbA = 0.5 * ( texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture(tex, fragCoord * inverseVP + dir * -0.5).xyz + texture(tex, fragCoord * inverseVP + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color = vec4(rgbA, texColor.a); else color = vec4(rgbB, texColor.a); return color; } void main() { vec2 fragCoord = tex_coords * u_viewport_size.xy; vec2 add = u_viewport_size.zw; vec2 rgbNW = tex_coords+vec2(-add.x, -add.y); vec2 rgbNE = tex_coords+vec2( add.x, -add.y); vec2 rgbSW = tex_coords+vec2(-add.x, add.y); vec2 rgbSE = tex_coords+vec2( add.x, add.y); vec2 rgbM = tex_coords; frag_color = fxaa(u_sampler, fragCoord, add, rgbNW, rgbNE, rgbSW, rgbSE, rgbM); }