<@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 uniform sampler2D colorTexture; uniform vec2 texcoordOffset; in vec2 varTexcoord; out vec4 outFragColor; void main() { // 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, varTexcoord + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; vec3 rgbNE = texture(colorTexture, varTexcoord + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; vec3 rgbSW = texture(colorTexture, varTexcoord + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; vec3 rgbSE = texture(colorTexture, varTexcoord + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; vec3 rgbM = texture(colorTexture, varTexcoord).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, varTexcoord + dir * (1.0 / 3.0 - 0.5)).xyz + texture(colorTexture, varTexcoord + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( texture(colorTexture, varTexcoord + dir * (0.0 / 3.0 - 0.5)).xyz + texture(colorTexture, varTexcoord + 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; }