151 lines
6.2 KiB
Text
151 lines
6.2 KiB
Text
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//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
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float quality[12] = float[12] (1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0);
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void FXAA311(inout vec3 color) {
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float edgeThresholdMin = 0.03125;
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float edgeThresholdMax = 0.0625;
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float subpixelQuality = 0.75;
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int iterations = 12;
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vec2 view = 1.0 / vec2(viewWidth, viewHeight);
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float lumaCenter = GetLuminance(color);
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float lumaDown = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, -1), 0).rgb);
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float lumaUp = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, 1), 0).rgb);
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float lumaLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 0), 0).rgb);
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float lumaRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 0), 0).rgb);
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float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
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float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
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float lumaRange = lumaMax - lumaMin;
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if (lumaRange > max(edgeThresholdMin, lumaMax * edgeThresholdMax)) {
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float lumaDownLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, -1), 0).rgb);
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float lumaUpRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 1), 0).rgb);
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float lumaUpLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 1), 0).rgb);
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float lumaDownRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, -1), 0).rgb);
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float lumaDownUp = lumaDown + lumaUp;
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float lumaLeftRight = lumaLeft + lumaRight;
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float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
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float lumaDownCorners = lumaDownLeft + lumaDownRight;
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float lumaRightCorners = lumaDownRight + lumaUpRight;
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float lumaUpCorners = lumaUpRight + lumaUpLeft;
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float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) +
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abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 +
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abs(-2.0 * lumaRight + lumaRightCorners);
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float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) +
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abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 +
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abs(-2.0 * lumaDown + lumaDownCorners );
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bool isHorizontal = (edgeHorizontal >= edgeVertical);
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float luma1 = isHorizontal ? lumaDown : lumaLeft;
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float luma2 = isHorizontal ? lumaUp : lumaRight;
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float gradient1 = luma1 - lumaCenter;
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float gradient2 = luma2 - lumaCenter;
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bool is1Steepest = abs(gradient1) >= abs(gradient2);
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float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
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float stepLength = isHorizontal ? view.y : view.x;
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float lumaLocalAverage = 0.0;
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if (is1Steepest) {
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stepLength = - stepLength;
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lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
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} else {
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lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
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}
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vec2 currentUv = texCoord;
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if (isHorizontal) {
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currentUv.y += stepLength * 0.5;
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} else {
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currentUv.x += stepLength * 0.5;
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}
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vec2 offset = isHorizontal ? vec2(view.x, 0.0) : vec2(0.0, view.y);
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vec2 uv1 = currentUv - offset;
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vec2 uv2 = currentUv + offset;
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float lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
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float lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
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lumaEnd1 -= lumaLocalAverage;
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lumaEnd2 -= lumaLocalAverage;
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bool reached1 = abs(lumaEnd1) >= gradientScaled;
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bool reached2 = abs(lumaEnd2) >= gradientScaled;
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bool reachedBoth = reached1 && reached2;
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if (!reached1) {
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uv1 -= offset;
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}
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if (!reached2) {
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uv2 += offset;
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}
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if (!reachedBoth) {
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for (int i = 2; i < iterations; i++) {
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if (!reached1) {
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lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
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lumaEnd1 = lumaEnd1 - lumaLocalAverage;
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}
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if (!reached2) {
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lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
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lumaEnd2 = lumaEnd2 - lumaLocalAverage;
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}
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reached1 = abs(lumaEnd1) >= gradientScaled;
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reached2 = abs(lumaEnd2) >= gradientScaled;
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reachedBoth = reached1 && reached2;
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if (!reached1) {
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uv1 -= offset * quality[i];
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}
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if (!reached2) {
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uv2 += offset * quality[i];
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}
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if (reachedBoth) break;
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}
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}
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float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y);
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float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y);
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bool isDirection1 = distance1 < distance2;
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float distanceFinal = min(distance1, distance2);
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float edgeThickness = (distance1 + distance2);
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float pixelOffset = - distanceFinal / edgeThickness + 0.5;
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bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
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bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller;
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float finalOffset = correctVariation ? pixelOffset : 0.0;
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float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
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float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
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float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
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float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * subpixelQuality;
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finalOffset = max(finalOffset, subPixelOffsetFinal);
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// Compute the final UV coordinates.
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vec2 finalUv = texCoord;
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if (isHorizontal) {
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finalUv.y += finalOffset * stepLength;
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} else {
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finalUv.x += finalOffset * stepLength;
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}
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color = texture2D(colortex3, finalUv).rgb;
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}
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}
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