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