fx: add fxaa post-process shader
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116
vtm/resources/assets/shaders/post_fxaa.h
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116
vtm/resources/assets/shaders/post_fxaa.h
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precision mediump float;
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uniform vec2 u_pixel;
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attribute vec4 a_pos;
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varying vec2 tex_pos;
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void
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main()
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{
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gl_Position = a_pos;
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tex_pos = (a_pos.xy + 1.0) * 0.5;
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//tex_pos.zw = tex_pos.xz - u_pixel * vec2 (0.5);
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}
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§
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precision mediump float;
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//uniform sampler2D m_Texture;
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//uniform vec2 g_Resolution;
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//uniform vec2 g_Resolution;
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uniform sampler2D u_texColor;
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uniform vec2 u_pixel;
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varying vec2 tex_pos;
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//uniform float m_VxOffset;
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//uniform float m_SpanMax;
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//uniform float m_ReduceMul;
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const vec2 m_SpanMax = vec2(2.5, 2.5);
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const float m_ReduceMul = 0.15;
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//varying vec2 texCoord;
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//varying vec4 pos;
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//#define FxaaTex(t, p) texture2D(t, p)
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//#define OffsetVec(a, b) vec2(a, b)
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//#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
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// Output of FxaaVertexShader interpolated across screen.
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// Input texture.
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// Constant {1.0/frameWidth, 1.0/frameHeight}.
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#define FXAA_REDUCE_MIN (1.0/128.0)
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//float FxaaLuma(float3 rgb) {
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// return rgb.g * (0.587/0.299) + rgb.b;
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//}
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vec4
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FxaaPixelShader(vec2 pos, sampler2D tex, vec2 pixel){
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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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vec3 rgbNW = texture2D(tex, pos + vec2(-1.0, -1.0) * pixel).xyz;
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// vec3 rgbNE = FxaaTexOff(tex, pos.zw, OffsetVec(1,0), pixel.xy).xyz;
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// vec3 rgbSW = FxaaTexOff(tex, pos.zw, OffsetVec(0,1), pixel.xy).xyz;
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// vec3 rgbSE = FxaaTexOff(tex, pos.zw, OffsetVec(1,1), pixel.xy).xyz;
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vec3 rgbNE = texture2D(tex, pos + vec2(1.0, -1.0) * pixel).xyz;
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vec3 rgbSW = texture2D(tex, pos + vec2(-1.0, 1.0) * pixel).xyz;
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vec3 rgbSE = texture2D(tex, pos + vec2(1.0, 1.0) * pixel).xyz;
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vec3 rgbM = texture2D(tex, pos).xyz;
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//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
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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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//vec4 rgb = texture2D (tex, pos);
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//return vec4(0.5 + lumaM - lumaMin, lumaM, 0.5 + lumaM - lumaMax, 1.0) * rgb.a;
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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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//return vec4(dir*0.5, 0.5, 1.0);
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (dirReduce + min(abs(dir.x), abs(dir.y)));
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dir = min(m_SpanMax, max(-m_SpanMax, dir * rcpDirMin)) * pixel;
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vec4 rgbA = 0.5 * (texture2D(tex, pos + dir * vec2(1.0 / 3.0 - 0.5))
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+ texture2D(tex, pos + dir * vec2(2.0 / 3.0 - 0.5)));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, pos + dir * vec2(0.0 / 3.0 - 0.5))
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+ texture2D(tex, pos + dir * vec2(3.0 / 3.0 - 0.5)));
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float lumaB = dot(rgbB.xyz, luma.xyz);
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float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
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return (1.0 - d) * rgbB + d * rgbA;
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// if ((lumaB < lumaMin) || (lumaB > lumaMax))
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// { return rgbA; } else { return rgbB; }
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}
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void
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main(){
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//vec2 rcpFrame = vec2(1.0) / g_Resolution;
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//gl_FragColor = vec4(FxaaPixelShader(pos, m_Texture, rcpFrame), 1.0);
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gl_FragColor = FxaaPixelShader(tex_pos, u_texColor, u_pixel * 3.15);
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//gl_FragColor = FxaaPixelShader (tex_pos, u_texColor, u_pixel * 2.35);
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//vec4 c = texture2D (u_texColor, tex_pos);
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//gl_FragColor = vec4 (c.rgb * 0.5, 1.0) + vec4(FxaaPixelShader (tex_pos, u_texColor, u_pixel * 3.15).rgb - c.rgb, 1.0) * 2.0;
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//gl_FragColor = 0.2*c + (FxaaPixelShader (tex_pos, u_texColor, u_pixel * 1.2)) * 0.8;
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}
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