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