mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-05 14:32:46 +01:00
99ceb03a1c
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
75 lines
2.8 KiB
GLSL
75 lines
2.8 KiB
GLSL
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
// Source code is adapted from
|
|
// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
|
|
|
|
#version 460
|
|
|
|
#ifdef VULKAN
|
|
|
|
#define BINDING_COLOR_TEXTURE 1
|
|
|
|
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
|
|
|
#define BINDING_COLOR_TEXTURE 0
|
|
|
|
#endif
|
|
|
|
layout (location = 0) in vec4 posPos;
|
|
|
|
layout (location = 0) out vec4 frag_color;
|
|
|
|
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
|
|
|
|
const float FXAA_SPAN_MAX = 8.0;
|
|
const float FXAA_REDUCE_MUL = 1.0 / 8.0;
|
|
const float FXAA_REDUCE_MIN = 1.0 / 128.0;
|
|
|
|
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
|
|
#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
|
|
|
|
vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
|
|
|
|
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
|
|
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
|
|
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
|
|
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
|
|
vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
|
|
/*---------------------------------------------------------*/
|
|
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)) / textureSize(tex, 0);
|
|
/*--------------------------------------------------------*/
|
|
vec3 rgbA = (1.0 / 2.0) * (
|
|
FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
|
|
FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
|
|
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
|
|
FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
|
|
FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
|
|
float lumaB = dot(rgbB, luma);
|
|
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
|
|
return rgbB;
|
|
}
|
|
|
|
void main() {
|
|
frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
|
|
}
|