diff options
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 63 |
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 |