// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; //Texel size (1/resolution) uniform vec2 dimension; uniform float cornerDis; uniform float mixAmo; #define SPAN_MAX (8.0) //Maximum texel span //These are more technnical and probably don't need changing: #define REDUCE_MIN (1.0 / 128.0) //Minimum "dir" reciprocal #define REDUCE_MUL (1.0 / 32.0) //Luma multiplier for "dir" reciprocal vec4 textureFXAA(sampler2D tex, vec2 uv) { vec2 u_texel = 1. / dimension; //Sample center and 4 corners vec3 rgbCC = texture2D(tex, uv).rgb; vec3 rgb00 = texture2D(tex, uv + vec2( -cornerDis, -cornerDis) * u_texel).rgb; vec3 rgb10 = texture2D(tex, uv + vec2( +cornerDis, -cornerDis) * u_texel).rgb; vec3 rgb01 = texture2D(tex, uv + vec2( -cornerDis, +cornerDis) * u_texel).rgb; vec3 rgb11 = texture2D(tex, uv + vec2( +cornerDis, +cornerDis) * u_texel).rgb; //Luma coefficients const vec3 luma = vec3(0.299, 0.587, 0.114); //Get luma from the 5 samples float lumaCC = dot(rgbCC, luma); float luma00 = dot(rgb00, luma); float luma10 = dot(rgb10, luma); float luma01 = dot(rgb01, luma); float luma11 = dot(rgb11, luma); //Compute gradient from luma values vec2 dir = vec2((luma01 + luma11) - (luma00 + luma10), (luma00 + luma01) - (luma10 + luma11)); //Diminish dir length based on total luma float dirReduce = max((luma00 + luma10 + luma01 + luma11) * REDUCE_MUL, REDUCE_MIN); //Divide dir by the distance to nearest edge plus dirReduce float rcpDir = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); //Multiply by reciprocal and limit to pixel span dir = clamp(dir * rcpDir, -SPAN_MAX, SPAN_MAX) * u_texel.xy; vec4 O = texture2D(tex, uv); //Average middle texels along dir line vec4 A = 0.5 * ( texture2D(tex, uv - dir * (1.0 / 6.0)) + texture2D(tex, uv + dir * (1.0 / 6.0))); //Average with outer texels along dir line vec4 B = A * 0.5 + 0.25 * ( texture2D(tex, uv - dir * (0.5)) + texture2D(tex, uv + dir * (0.5))); //Get lowest and highest luma values float lumaMin = min(lumaCC, min(min(luma00, luma10), min(luma01, luma11))); float lumaMax = max(lumaCC, max(max(luma00, luma10), max(luma01, luma11))); //Get average luma float lumaB = dot(B.rgb, luma); //If the average is outside the luma range, using the middle average return mix(O, ((lumaB < lumaMin) || (lumaB > lumaMax)) ? A : B, mixAmo); } void main() { vec4 base = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 fxaa = textureFXAA( gm_BaseTexture, v_vTexcoord ); gl_FragData[0] = fxaa; gl_FragData[1] = vec4(abs(base.rgb - fxaa.rgb), 1.); }