FXAA
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11 changed files with 2213 additions and 16 deletions
shaders
2047
shaders/chunks/fxaa-3.11.glsl
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2047
shaders/chunks/fxaa-3.11.glsl
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@ -1,6 +1,7 @@
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#version 450 core
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//! type fragment
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//! include lib/utils.glsl
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layout( location = 0 ) uniform sampler2D u_MainInput;
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layout( location = 1 ) uniform sampler2D u_BlurInput;
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@ -20,13 +21,13 @@ layout( location = 8 ) uniform vec3 u_ColorGamma;
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#define uVigApplyMax (u_Vignette2.y)
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layout( location = 0 ) out vec3 o_Color;
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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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vec2 pos = gl_FragCoord.xy / u_OutputSize;
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float f = u_Bloom.x;
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o_Color = textureLod( u_MainInput , pos , 0 ).rgb;
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vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
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// Bloom
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vec3 bloom = vec3( 0 );
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@ -34,10 +35,10 @@ void main( void )
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bloom += f * textureLod( u_BlurInput , pos , i ).rgb;
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f = pow( f , u_Bloom.y + 1 );
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}
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o_Color = o_Color + bloom / 2.2;
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color = color + bloom / 2.2;
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// Color grading
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o_Color = ( o_Color * ( u_ColorGain - u_ColorLift ) ) + u_ColorLift;
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color = ( color * ( u_ColorGain - u_ColorLift ) ) + u_ColorLift;
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// Vignette
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vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
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@ -45,12 +46,14 @@ void main( void )
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float vignette = 1 - pow(
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2 * ( uVigAspect * vShape.x + ( 1 - uVigAspect) * vShape.y ) ,
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1 / ( uVigShapePow * uVigShapeReverse ) );
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o_Color *= uVigApplyBase + smoothstep(
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color *= uVigApplyBase + smoothstep(
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uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette );
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// Reinhart
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o_Color = o_Color / ( o_Color + 1. );
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color = color / ( color + 1. );
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// Gamma
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o_Color = pow( o_Color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
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color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
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o_Color = vec4( color , M_Luminosity( color ) );
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}
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43
shaders/fxaa.f.glsl
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43
shaders/fxaa.f.glsl
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@ -0,0 +1,43 @@
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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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