[Vertex_Shader] varying vec4 posPos; uniform float FXAA_SUBPIX_SHIFT = 1.0/4.0; uniform float rt_w; // GeeXLab built-in uniform float rt_h; // GeeXLab built-in void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h); posPos.xy = gl_MultiTexCoord0.xy; posPos.zw = gl_MultiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); } [Pixel_Shader] #version 120 uniform sampler2D tex0; // 0 uniform float vx_offset; uniform float rt_w; // GeeXLab built-in uniform float rt_h; // GeeXLab built-in uniform float FXAA_SPAN_MAX = 8.0; uniform float FXAA_REDUCE_MUL = 1.0/8.0; varying vec4 posPos; #define FxaaInt2 ivec2 #define FxaaFloat2 vec2 #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) vec3 FxaaPixelShader ( vec4 posPos, // Output of FxaaVertexShader interpolated across screen. sampler2D tex, // Input texture. vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}. { #define FXAA_REDUCE_MIN (1.0/128.0) //#define FXAA_REDUCE_MUL (1.0/8.0) //#define FXAA_SPAN_MAX 8.0 vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).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(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * rcpFrame.xy; 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; } vec4 PostFX(sampler2D tex, vec2 uv, float time) { vec4 c = vec4(0.0); vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h); c.rgb = FxaaPixelShader(posPos, tex, rcpFrame); //c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb; c.a = 1.0; return c; } void main() { vec2 uv = gl_TexCoord[0].st; gl_FragColor = PostFX(tex0, uv, 0.0); }
note:
set FXAA_REDUCE_MUL and FXAA_SUBPIX_SHIFT to 0.0 by default to get the finest rendering.
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