armory/Shaders/fxaa_pass/fxaa_pass.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
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uniform vec2 screenSizeInv;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
const float FXAA_REDUCE_MUL = 1.0 / 8.0;
const float FXAA_SPAN_MAX = 8.0;
vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * screenSizeInv);
vec2 tcrgbNE = (texCoord + vec2(1.0, -1.0) * screenSizeInv);
vec2 tcrgbSW = (texCoord + vec2(-1.0, 1.0) * screenSizeInv);
vec2 tcrgbSE = (texCoord + vec2(1.0, 1.0) * screenSizeInv);
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vec2 tcrgbM = vec2(texCoord);
vec3 rgbNW = texture(tex, tcrgbNW).rgb;
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vec3 rgbNE = texture(tex, tcrgbNE).rgb;
vec3 rgbSW = texture(tex, tcrgbSW).rgb;
vec3 rgbSE = texture(tex, tcrgbSE).rgb;
vec4 texColor = texture(tex, tcrgbM);
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vec3 rgbM = texColor.rgb;
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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);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
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));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(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)) * screenSizeInv;
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vec3 rgbA = 0.5 * (
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texture(tex, texCoord + dir * (1.0 / 3.0 - 0.5)).rgb +
texture(tex, texCoord + dir * (2.0 / 3.0 - 0.5)).rgb);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture(tex, texCoord + dir * -0.5).rgb +
texture(tex, texCoord + dir * 0.5).rgb);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, texColor.a);
else fragColor = vec4(rgbB, texColor.a);
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}