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-rw-r--r--drivers/gles2/shaders/copy.glsl63
1 files changed, 63 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index d4b0c31b7d..bea651bceb 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -110,6 +110,11 @@ uniform sampler2D source_vd_lum;
#endif
+//endif
+#elif defined(USE_FXAA)
+
+uniform vec2 pixel_size;
+
#endif
#ifdef USE_ENERGY
@@ -129,6 +134,55 @@ void main() {
vec4 color = texture2D( source, uv_interp );
#endif
+
+#ifdef USE_FXAA
+
+#define FXAA_REDUCE_MIN (1.0/ 128.0)
+#define FXAA_REDUCE_MUL (1.0 / 8.0)
+#define FXAA_SPAN_MAX 8.0
+
+ {
+ vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz;
+ vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz;
+ vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz;
+ vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz;
+ vec3 rgbM = color.rgb;
+ 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)) * pixel_size;
+
+ vec3 rgbA = 0.5 * (
+ texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz +
+ texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * (
+ texture2D(source, uv_interp + dir * -0.5).xyz +
+ texture2D(source, uv_interp + dir * 0.5).xyz);
+
+ float lumaB = dot(rgbB, luma);
+ if ((lumaB < lumaMin) || (lumaB > lumaMax))
+ color.rgb = rgbA;
+ else
+ color.rgb = rgbB;
+ }
+
+#endif
//color.rg=uv_interp;
#ifdef USE_BCS
@@ -195,7 +249,16 @@ void main() {
vec4 glow = texture2D( glow_source, uv2_interp );
+#if 1
+//ifdef USE_GLOW_SCREEN
+
+ color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0);
+
+#else
color.rgb+=glow.rgb;
+#endif
+
+
#endif