This commit is contained in:
Lubos Lenco 2016-03-20 21:38:01 +01:00
parent bbda9e9c88
commit 3578f775f5
6 changed files with 179 additions and 0 deletions

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@ -0,0 +1,42 @@
{
"material_resources": [
{
"contexts": [
{
"bind_constants": [],
"bind_textures": [
{
"id": "senvmapIrradiance",
"name": "envmap_irradiance"
},
{
"id": "senvmapRadiance",
"mipmap_filter": "linear",
"mipmaps": [
"envmap_radiance_0",
"envmap_radiance_1",
"envmap_radiance_2",
"envmap_radiance_3",
"envmap_radiance_4",
"envmap_radiance_5",
"envmap_radiance_6",
"envmap_radiance_7",
"envmap_radiance_8",
"envmap_radiance_9",
"envmap_radiance_10"
],
"name": "envmap_radiance"
},
{
"id": "senvmapBrdf",
"name": "envmap_brdf"
}
],
"id": "deferred_light"
}
],
"id": "deferred_material",
"shader": "deferred_light/deferred_light"
}
]
}

16
Assets/fxaa_material.json Normal file
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{
"material_resources": [
{
"contexts": [
{
"bind_constants": [],
"bind_textures": [
],
"id": "fxaa_pass"
}
],
"id": "fxaa_material",
"shader": "fxaa_pass/fxaa_pass"
}
]
}

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@ -23,6 +23,10 @@ os.chdir('../env_map')
make_resources.make('env_map.shader.json')
make_variants.make('env_map.shader.json')
os.chdir('../fxaa_pass')
make_resources.make('fxaa_pass.shader.json')
make_variants.make('fxaa_pass.shader.json')
# os.chdir('../ssao_pass')
# make_resources.make('ssao_pass.shader.json')
# make_variants.make('ssao_pass.shader.json')

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
#define FXAA_REDUCE_MIN (1.0 / 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
uniform sampler2D tex;
in vec2 texCoord;
void main() {
vec2 resolution = vec2(640.0, 480.0);
vec2 texStep = 1.0 / resolution.xy;
vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * texStep);
vec2 tcrgbNE = (texCoord + vec2(1.0, -1.0) * texStep);
vec2 tcrgbSW = (texCoord + vec2(-1.0, 1.0) * texStep);
vec2 tcrgbSE = (texCoord + vec2(1.0, 1.0) * texStep);
vec2 tcrgbM = vec2(texCoord);
vec3 rgbNW = texture(tex, tcrgbNW).rgb;
vec3 rgbNE = texture(tex, tcrgbNE).rgb;
vec3 rgbSW = texture(tex, tcrgbSW).rgb;
vec3 rgbSE = texture(tex, tcrgbSE).rgb;
vec4 texColor = texture(tex, tcrgbM);
vec3 rgbM = texColor.rgb;
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)) * texStep;
vec3 rgbA = 0.5 * (
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);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
gl_FragColor = vec4(rgbA, texColor.a);
else
gl_FragColor = vec4(rgbB, texColor.a);
// gl_FragColor = texColor;
}

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{
"contexts": [
{
"id": "fxaa_pass",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "always"
},
{
"id": "cull_mode",
"value": "none"
},
{
"id": "blend_source",
"value": "blend_one"
},
{
"id": "blend_destination",
"value": "blend_zero"
}
],
"links": [],
"texture_params": [],
"vertex_shader": "fxaa_pass.vert.glsl",
"fragment_shader": "fxaa_pass.frag.glsl"
}
]
}

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#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;
const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}