<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// fxaa.frag// fragment shader//// Created by Raffi Bedikian on 8/30/15// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// // 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_ESprecision mediump float;precision mediump int;#endif TEXTURE(0, sampler2D, colorTexture);//uniform sampler2D historyTexture; // FIXME make into a uniform buffer or push constant if this shader ever comes into usevec2 texcoordOffset = vec2(0.0); INPUT(0, vec2, varTexCoord0);OUTPUT(0, vec4, outFragColor);//OUTPUT(0, vec4, outFragHistory); void main() { outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 1.0/8.0); // v2 /* float ModulationFactor = 1.0 / 8.0; vec3 History = textureLod(historyTexture, varTexCoord0, 0.0).rgb; vec3 CurrentSubpixel = textureLod(colorTexture, varTexCoord0, 0.0).rgb; /* vec3 NearColor0 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(1, 0)).xyz; vec3 NearColor1 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, 1)).xyz; vec3 NearColor2 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(-1, 0)).xyz; vec3 NearColor3 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, -1)).xyz; vec3 BoxMin = min(CurrentSubpixel, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3)))); vec3 BoxMax = max(CurrentSubpixel, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));; if (gl_FragCoord.x > 800) { History = clamp(History, BoxMin, BoxMax); } History = mix(CurrentSubpixel, History, ModulationFactor); /* outFragHistory.xyz = History; outFragHistory.w = ModulationFactor outFragColor.xyz = History; outFragColor.w = 1.0;*/ /* } else { outFragColor.xyz = CurrentSubpixel; outFragColor.w = 1.0; }*/ if (gl_FragCoord.x > 800.0) { /* // filter width limit for dependent "two-tap" texture samples float FXAA_SPAN_MAX = 8.0; // local contrast multiplier for performing AA // higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail // see "fxaaQualityEdgeThreshold" float FXAA_REDUCE_MUL = 1.0 / 8.0; // luminance threshold for processing dark colors // see "fxaaQualityEdgeThresholdMin" float FXAA_REDUCE_MIN = 1.0 / 128.0; // fetch raw RGB values for nearby locations // sampling pattern is "five on a die" (each diagonal direction and the center) // computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed vec3 rgbNW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; vec3 rgbNE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; vec3 rgbSW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; vec3 rgbSE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; vec3 rgbM = texture(colorTexture, varTexCoord0).xyz; // convert RGB values to luminance 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); // luma range of local neighborhood float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); // direction perpendicular to local luma gradient vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); // compute clamped direction offset for additional "two-tap" samples // longer vector = blurry, shorter vector = sharp 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)) * texcoordOffset; // perform additional texture sampling perpendicular to gradient vec3 rgbA = (1.0 / 2.0) * ( texture(colorTexture, varTexCoord0 + dir * (1.0 / 3.0 - 0.5)).xyz + texture(colorTexture, varTexCoord0 + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( texture(colorTexture, varTexCoord0 + dir * (0.0 / 3.0 - 0.5)).xyz + texture(colorTexture, varTexCoord0 + dir * (3.0 / 3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); // compare luma of new samples to the luma range of the original neighborhood // if the new samples exceed this range, just use the first two samples instead of all four if (lumaB < lumaMin || lumaB > lumaMax) { outFragColor.xyz = rgbA; } else { outFragColor.xyz = rgbB; }*/ outFragColor.a = 1.0; }}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// fxaa.frag
// fragment shader
//
// Created by Raffi Bedikian on 8/30/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// 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
TEXTURE(0, sampler2D, colorTexture);
//uniform sampler2D historyTexture;
// FIXME make into a uniform buffer or push constant if this shader ever comes into use
vec2 texcoordOffset = vec2(0.0);
INPUT(0, vec2, varTexCoord0);
OUTPUT(0, vec4, outFragColor);
//OUTPUT(0, vec4, outFragHistory);
void main() {
outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 1.0/8.0);
// v2
/* float ModulationFactor = 1.0 / 8.0;
vec3 History = textureLod(historyTexture, varTexCoord0, 0.0).rgb;
vec3 CurrentSubpixel = textureLod(colorTexture, varTexCoord0, 0.0).rgb;
/*
vec3 NearColor0 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(1, 0)).xyz;
vec3 NearColor1 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, 1)).xyz;
vec3 NearColor2 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(-1, 0)).xyz;
vec3 NearColor3 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, -1)).xyz;
vec3 BoxMin = min(CurrentSubpixel, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3))));
vec3 BoxMax = max(CurrentSubpixel, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));;
if (gl_FragCoord.x > 800) {
History = clamp(History, BoxMin, BoxMax);
}
History = mix(CurrentSubpixel, History, ModulationFactor);
/* outFragHistory.xyz = History;
outFragHistory.w = ModulationFactor
outFragColor.xyz = History;
outFragColor.w = 1.0;*/
/* } else {
outFragColor.xyz = CurrentSubpixel;
outFragColor.w = 1.0;
}*/
if (gl_FragCoord.x > 800.0) {
/* // filter width limit for dependent "two-tap" texture samples
float FXAA_SPAN_MAX = 8.0;
// local contrast multiplier for performing AA
// higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail
// see "fxaaQualityEdgeThreshold"
float FXAA_REDUCE_MUL = 1.0 / 8.0;
// luminance threshold for processing dark colors
// see "fxaaQualityEdgeThresholdMin"
float FXAA_REDUCE_MIN = 1.0 / 128.0;
// fetch raw RGB values for nearby locations
// sampling pattern is "five on a die" (each diagonal direction and the center)
// computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed
vec3 rgbNW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbNE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbSW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbSE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbM = texture(colorTexture, varTexCoord0).xyz;
// convert RGB values to luminance
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);
// luma range of local neighborhood
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
// direction perpendicular to local luma gradient
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
// compute clamped direction offset for additional "two-tap" samples
// longer vector = blurry, shorter vector = sharp
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)) * texcoordOffset;
// perform additional texture sampling perpendicular to gradient
vec3 rgbA = (1.0 / 2.0) * (
texture(colorTexture, varTexCoord0 + dir * (1.0 / 3.0 - 0.5)).xyz +
texture(colorTexture, varTexCoord0 + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
texture(colorTexture, varTexCoord0 + dir * (0.0 / 3.0 - 0.5)).xyz +
texture(colorTexture, varTexCoord0 + dir * (3.0 / 3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
// compare luma of new samples to the luma range of the original neighborhood
// if the new samples exceed this range, just use the first two samples instead of all four
if (lumaB < lumaMin || lumaB > lumaMax) {
outFragColor.xyz = rgbA;
}
else {
outFragColor.xyz = rgbB;
}*/
outFragColor.a = 1.0;
}
}