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| Author | SHA1 | Date | |
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| 3133a53873 |
@@ -7,69 +7,65 @@
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#version 460
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec4 posPos;
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layout (location = 0) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
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vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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mat4x3 rgb_matrix = mat4x3(
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textureLod(tex, posPos.zw, 0.0).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 0)).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(0, 1)).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 1)).xyz
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);
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vec3 rgbM = textureLod(tex, posPos.xy, 0.0).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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// vec4(dot(m1, l), dot(m2, l), ...) => m * l
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vec4 lume_per_rgb = luma * rgb_matrix;
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float lumaM = dot(rgbM, luma);
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/*---------------------------------------------------------*/
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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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/*---------------------------------------------------------*/
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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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/*---------------------------------------------------------*/
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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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),
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dir * rcpDirMin)) / textureSize(tex, 0);
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/*--------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lume_per_rgb.x, lume_per_rgb.y), min(lume_per_rgb.z, lume_per_rgb.w)));
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float lumaMax = max(lumaM, max(max(lume_per_rgb.x, lume_per_rgb.y), max(lume_per_rgb.z, lume_per_rgb.w)));
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vec2 dir = vec2(
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-((lume_per_rgb.x + lume_per_rgb.y) - (lume_per_rgb.z + lume_per_rgb.w)),
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+((lume_per_rgb.x + lume_per_rgb.z) - (lume_per_rgb.y + lume_per_rgb.w))
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);
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float rcp_dir_min = 1.0 / (min(abs(dir.x), abs(dir.y)) + max(
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(lume_per_rgb.x + lume_per_rgb.y + lume_per_rgb.z + lume_per_rgb.w) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN
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));
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dir = min(
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vec2(FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX), dir * rcp_dir_min)
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);
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// Constants (calculating via division is faster)
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mat4x2 const_dir = mat4x2(
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(1.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(2.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(0.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(3.0 / 3.0 - 0.5) / textureSize(tex, 0)
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);
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// dir * const_dir[i] => dir * const_dir => vec4
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vec3 rgbA = (1.0 / 2.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + 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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FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
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textureLod(tex, fma(dir, const_dir[0], posPos.xy), 0.0).xyz +
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textureLod(tex, fma(dir, const_dir[1], posPos.xy), 0.0).xyz
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);
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vec3 rgbB = fma(rgbA, vec3(1.0 / 2.0), (1.0 / 4.0) * (
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textureLod(tex, fma(dir, const_dir[2], posPos.xy), 0.0).xyz +
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textureLod(tex, fma(dir, const_dir[3], posPos.xy), 0.0).xyz
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));
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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return rgbB;
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return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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}
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void main() {
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frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
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frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
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}
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@@ -7,31 +7,35 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[3] =
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vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
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layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexIndex
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexID
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#endif
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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vec2 vertex = vertices[VERTEX_ID];
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gl_Position = vec4(vertex, 0.0, 1.0);
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vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
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posPos.xy = vert_tex_coord;
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posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
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// 0b00 -> (-1, -1) 0b01 -> (-1, 3) 0b10 -> (3, -1)
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// ((x * 4) - 1) => 3
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// :: (v + 1) / 2 => ((x * 4) + 1) / 2
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// => (x * 4 + 1) / 2 => x * (4 / 2) + 1 / 2
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// :: (v+1)/2 => v/2 + 1/2 => v*(1/2) + (1/2)
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gl_Position = vec4(vec2(
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float(((VERTEX_ID & 1) << 2) - 1),
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float(((VERTEX_ID & 2) << 1) - 1)
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), 0.0, 1.0);
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posPos = vec2(
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float((VERTEX_ID & 1) << 1),
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float((VERTEX_ID & 2) << 0)
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).xyxy - vec4(
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0.0,
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0.0,
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(0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0)
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);
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}
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