CoCalc provides the best real-time collaborative environment for Jupyter Notebooks, LaTeX documents, and SageMath, scalable from individual users to large groups and classes!
CoCalc provides the best real-time collaborative environment for Jupyter Notebooks, LaTeX documents, and SageMath, scalable from individual users to large groups and classes!
Path: blob/master/assets/shaders/fxaa.fsh
Views: 1401
// PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; varying vec2 v_texcoord0; void main() { // The parameters are hardcoded for now, but could be // made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = (1.0/128.0); vec3 rgbNW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbNE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbSW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbSE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbM = texture2D(sampler0, v_texcoord0.xy).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)) * u_texelDelta; vec3 rgbA = (1.0/2.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)){ gl_FragColor.xyz=rgbA; } else { gl_FragColor.xyz=rgbB; } gl_FragColor.a = 1.0; }