FXAA
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bbda9e9c88
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42
Assets/deferred_material.json
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42
Assets/deferred_material.json
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{
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"material_resources": [
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [
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{
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"id": "senvmapIrradiance",
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"name": "envmap_irradiance"
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},
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{
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"id": "senvmapRadiance",
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"mipmap_filter": "linear",
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"mipmaps": [
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"envmap_radiance_0",
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"envmap_radiance_1",
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"envmap_radiance_2",
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"envmap_radiance_3",
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"envmap_radiance_4",
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"envmap_radiance_5",
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"envmap_radiance_6",
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"envmap_radiance_7",
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"envmap_radiance_8",
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"envmap_radiance_9",
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"envmap_radiance_10"
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],
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"name": "envmap_radiance"
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},
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{
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"id": "senvmapBrdf",
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"name": "envmap_brdf"
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}
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],
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"id": "deferred_light"
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}
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],
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"id": "deferred_material",
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"shader": "deferred_light/deferred_light"
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}
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]
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}
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16
Assets/fxaa_material.json
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16
Assets/fxaa_material.json
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{
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"material_resources": [
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [
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],
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"id": "fxaa_pass"
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}
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],
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"id": "fxaa_material",
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"shader": "fxaa_pass/fxaa_pass"
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}
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]
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}
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@ -23,6 +23,10 @@ os.chdir('../env_map')
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make_resources.make('env_map.shader.json')
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make_variants.make('env_map.shader.json')
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os.chdir('../fxaa_pass')
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make_resources.make('fxaa_pass.shader.json')
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make_variants.make('fxaa_pass.shader.json')
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# os.chdir('../ssao_pass')
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# make_resources.make('ssao_pass.shader.json')
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# make_variants.make('ssao_pass.shader.json')
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66
raw/fxaa_pass/fxaa_pass.frag.glsl
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66
raw/fxaa_pass/fxaa_pass.frag.glsl
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define FXAA_REDUCE_MIN (1.0 / 128.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_SPAN_MAX 8.0
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uniform sampler2D tex;
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in vec2 texCoord;
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void main() {
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vec2 resolution = vec2(640.0, 480.0);
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vec2 texStep = 1.0 / resolution.xy;
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vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * texStep);
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vec2 tcrgbNE = (texCoord + vec2(1.0, -1.0) * texStep);
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vec2 tcrgbSW = (texCoord + vec2(-1.0, 1.0) * texStep);
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vec2 tcrgbSE = (texCoord + vec2(1.0, 1.0) * texStep);
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vec2 tcrgbM = vec2(texCoord);
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vec3 rgbNW = texture(tex, tcrgbNW).rgb;
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vec3 rgbNE = texture(tex, tcrgbNE).rgb;
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vec3 rgbSW = texture(tex, tcrgbSW).rgb;
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vec3 rgbSE = texture(tex, tcrgbSE).rgb;
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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);
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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) *
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(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),
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dir * rcpDirMin)) * texStep;
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vec3 rgbA = 0.5 * (
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texture(tex, texCoord + dir * (1.0 / 3.0 - 0.5)).rgb +
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texture(tex, texCoord + dir * (2.0 / 3.0 - 0.5)).rgb);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(tex, texCoord + dir * -0.5).rgb +
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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))
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gl_FragColor = vec4(rgbA, texColor.a);
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else
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gl_FragColor = vec4(rgbB, texColor.a);
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// gl_FragColor = texColor;
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}
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33
raw/fxaa_pass/fxaa_pass.shader.json
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33
raw/fxaa_pass/fxaa_pass.shader.json
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{
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"contexts": [
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{
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"id": "fxaa_pass",
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"params": [
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{
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"id": "depth_write",
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"value": "true"
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},
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{
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"id": "compare_mode",
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"value": "always"
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},
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{
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"id": "cull_mode",
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"value": "none"
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},
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{
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"id": "blend_source",
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"value": "blend_one"
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},
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{
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"id": "blend_destination",
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"value": "blend_zero"
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}
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],
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"links": [],
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"texture_params": [],
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"vertex_shader": "fxaa_pass.vert.glsl",
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"fragment_shader": "fxaa_pass.frag.glsl"
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}
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]
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}
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18
raw/fxaa_pass/fxaa_pass.vert.glsl
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18
raw/fxaa_pass/fxaa_pass.vert.glsl
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#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec2 pos;
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out vec2 texCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main() {
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// Scale vertex attribute to [0-1] range
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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