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Fixed physics entity transforms not being set correctly
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// FXAA shader, GLSL code adapted from: | ||
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// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA | ||
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// Whitepaper describing the technique: | ||
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// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf | ||
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uniform sampler2D textureSampler; | ||
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// The inverse of the texture dimensions along X and Y | ||
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vec3 rgb2hsv(vec3 c) | ||
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{ | ||
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | ||
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); | ||
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); | ||
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float d = q.x - min(q.w, q.y); | ||
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float e = 1.0e-10; | ||
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | ||
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} | ||
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vec3 hsv2rgb(vec3 c) | ||
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{ | ||
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | ||
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | ||
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | ||
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} | ||
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void main() { | ||
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// The parameters are hardcoded for now, but could be | ||
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// made into uniforms to control fromt he program. | ||
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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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vec2 texcoordOffset = vec2(0.0005, 0.0005); | ||
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vec3 rgbNW = texture2D(textureSampler, gl_TexCoord[0].st + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; | ||
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vec3 rgbNE = texture2D(textureSampler, gl_TexCoord[0].st + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; | ||
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vec3 rgbSW = texture2D(textureSampler, gl_TexCoord[0].st + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; | ||
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vec3 rgbSE = texture2D(textureSampler, gl_TexCoord[0].st + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; | ||
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vec3 rgbM = texture2D(textureSampler, gl_TexCoord[0].st).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), dir * rcpDirMin)) * texcoordOffset; | ||
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vec3 rgbA = (1.0/2.0) * ( | ||
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texture2D(textureSampler, gl_TexCoord[0].st + dir * (1.0/3.0 - 0.5)).xyz + | ||
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texture2D(textureSampler, gl_TexCoord[0].st + dir * (2.0/3.0 - 0.5)).xyz); | ||
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( | ||
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texture2D(textureSampler, gl_TexCoord[0].st + dir * (0.0/3.0 - 0.5)).xyz + | ||
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texture2D(textureSampler, gl_TexCoord[0].st + 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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} | ||
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vec3 hsv = rgb2hsv(gl_FragColor.xyz); | ||
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hsv.y += 0.1 * (1.0 - hsv.y); | ||
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gl_FragColor = vec4(hsv2rgb(hsv), texture2D(textureSampler, gl_TexCoord[0].st).a); | ||
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} |
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