1 2 // Pass-2: AA on Texture 3 // Note: gcv_FboTexCoord is in center of sample pixels. 4 5 if( gcu_FboTexSize.z < 4.0 ) { 6 // FXAA-2 7 const float FXAA_REDUCE_MIN = (1.0/128.0); 8 const float FXAA_REDUCE_MUL = (1.0/8.0); 9 const float FXAA_SPAN_MAX = 8.0; 10 11 float sampleCount = gcu_FboTexSize.z; 12 13 vec2 texCoord = gcv_FboTexCoord.st; 14 const float poff = 1.0; 15 vec2 psize = 1.0 / texCoord; // pixel size 16 17 vec3 rgbNW = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-poff, -poff))).rgb; 18 vec3 rgbSW = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-poff, poff))).rgb; 19 vec3 rgbSE = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( poff, poff))).rgb; 20 vec3 rgbNE = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( poff, -poff))).rgb; 21 vec4 rgbM = texture2D(gcu_FboTexUnit, texCoord); 22 23 const vec3 luma = vec3(0.299, 0.587, 0.114); 24 float lumaNW = dot(rgbNW, luma); 25 float lumaNE = dot(rgbNE, luma); 26 float lumaSW = dot(rgbSW, luma); 27 float lumaSE = dot(rgbSE, luma); 28 float lumaM = dot(rgbM.rgb, luma); 29 float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); 30 float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); 31 vec2 dir; 32 dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); 33 dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); 34 float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),FXAA_REDUCE_MIN); 35 float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); 36 dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), 37 max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),dir * rcpDirMin) ) * psize; 38 39 40 vec3 rgbA = 0.5 * ( texture2D(gcu_FboTexUnit, texCoord + dir * (1.0/3.0 - 0.5)).rgb + 41 texture2D(gcu_FboTexUnit, texCoord + dir * (2.0/3.0 - 0.5)).rgb ); 42 vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(gcu_FboTexUnit, texCoord + (dir * - 0.5)).rgb + 43 texture2D(gcu_FboTexUnit, texCoord + (dir * 0.5)).rgb ); 44 float lumaB = dot(rgbB, luma); 45 if((lumaB < lumaMin) || (lumaB > lumaMax)) { 46 mgl_FragColor.rgb = rgbA; 47 } else { 48 mgl_FragColor.rgb = rgbB; 49 } 50 mgl_FragColor.a = gcu_Alpha * rgbM.a; // mix(0.0, gcu_Alpha, rgbM.a); // t.a one of [ 0.0, 1.0 ] 51 } else { 52 53#include curverenderer01-pass2-vbaa_poles_equalweight.glsl 54 55 } 56 57