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fxaa.glsl
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fxaa.glsl
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#ifndef FXAA_GLSL_INCLUDED
#define FXAA_GLSL_INCLUDED
/* Basic FXAA implementation based on the code on geeks3d.com with the
modification that the texture2DLod stuff was removed since it's
unsupported by WebGL. */
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
{
vec4 color;
vec2 inverseVP = vec2(1.0 / uViewportSize.x, 1.0 / uViewportSize.y);
vec3 rgbNW = texture2D(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
vec3 rgbNE = texture2D(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
vec3 rgbSW = texture2D(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
vec3 rgbSE = texture2D(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
vec3 rgbM = texture2D(tex, fragCoord * inverseVP).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 * (
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, 1.0);
else
color = vec4(rgbB, 1.0);
return color;
}
#endif