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