First commit
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137
shaders/old/fxaa.shader
Executable file
137
shaders/old/fxaa.shader
Executable file
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#version 300 es
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in vec3 position;
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in vec2 uv;
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uniform vec2 res;
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uniform mat4 viewProjection;
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out vec2 textureCoord;
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out vec2 v_rgbNW;
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out vec2 v_rgbNE;
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out vec2 v_rgbSW;
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out vec2 v_rgbSE;
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out vec2 v_rgbM;
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void main(void) {
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textureCoord = uv;
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mediump vec2 fragCoord = textureCoord * res;
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vec2 inverseVP = 1.0 / res.xy;
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mediump vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
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mediump vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
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mediump vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
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mediump vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
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mediump vec2 v_rgbM = vec2(fragCoord * inverseVP);
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gl_Position = viewProjection * vec4(position, 1.0);
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}
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// #keplerEngine - Split
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#version 300 es
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precision highp float;
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uniform sampler2D deferredSampler;
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uniform vec2 res;
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uniform vec2 inverseScreenSize;
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in vec2 textureCoord;
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in vec2 v_rgbNW;
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in vec2 v_rgbNE;
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in vec2 v_rgbSW;
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in vec2 v_rgbSE;
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in vec2 v_rgbM;
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out vec4 fragmentColor;
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#ifndef FXAA_REDUCE_MIN
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
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#endif
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#ifndef FXAA_REDUCE_MUL
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#endif
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#ifndef FXAA_SPAN_MAX
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#define FXAA_SPAN_MAX 8.0
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#endif
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//optimized version for mobile, where dependent
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//texture reads can be a bottleneck
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vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
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vec2 v_rgbNW, vec2 v_rgbNE,
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vec2 v_rgbSW, vec2 v_rgbSE,
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vec2 v_rgbM) {
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vec4 color;
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mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
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vec3 rgbNW = texture(tex, v_rgbNW).xyz;
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vec3 rgbNE = texture(tex, v_rgbNE).xyz;
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vec3 rgbSW = texture(tex, v_rgbSW).xyz;
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vec3 rgbSE = texture(tex, v_rgbSE).xyz;
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vec4 texColor = texture(tex, v_rgbM);
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vec3 rgbM = texColor.xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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mediump vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
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texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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color = vec4(rgbA, texColor.a);
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else
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color = vec4(rgbB, texColor.a);
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return color;
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}
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void main() {
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//compute FXAA
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//
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mediump vec2 fragCoord = textureCoord * res;
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fragmentColor = fxaa(deferredSampler, fragCoord, res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
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//fragmentColor = texture(deferredSampler, textureCoord);
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fragmentColor.w = 1.0;
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}
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