44 lines
1.2 KiB
Text
44 lines
1.2 KiB
Text
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#version 450 core
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//! type fragment
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_FAST_PIXEL_OFFSET 1
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#define FXAA_GATHER4_ALPHA 1
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#define FXAA_QUALITY__PRESET 39
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//! include chunks/fxaa-3.11.glsl
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layout( location = 0 ) uniform sampler2D u_Input;
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layout( location = 1 ) uniform vec2 u_Resolution;
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layout( location = 2 ) uniform vec3 u_Parameters;
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#define uSPQuality (u_Parameters.x)
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#define uEdgeThreshold (u_Parameters.y)
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#define uEdgeThresholdMin (u_Parameters.z)
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layout( location = 0 ) out vec4 o_Color;
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void main( void )
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{
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o_Color = FxaaPixelShader(
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( gl_FragCoord.xy / u_Resolution ) , // pos (vec2)
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vec4( 0 ) , // unused (vec4)
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u_Input , // input texture
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u_Input , // (unused) input texture
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u_Input , // (unused) input texture
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vec2( 1 ) / u_Resolution , // 1/resolution (vec2)
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vec4( 0 ) , // unused (vec4)
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vec4( 0 ) , // unused (vec4)
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vec4( 0 ) , // unused (vec4)
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uSPQuality , // sub-pixel quality (float in [0;1])
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uEdgeThreshold , // edge threshold (float, [.063;.333], lower = better)
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uEdgeThresholdMin , // edge threshold min (float, [0.0312;0.0833],
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// higher = better)
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0 , // unused (float)
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0 , // unused (float)
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0 , // unused (float)
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vec4( 0 ) ); // unused (vec4)
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}
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