actual texture position {0.0 to 1.0}
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
{
vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
{
return rgbM;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL);
vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0/9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
if (gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= -1.0;
}
vec2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *= FXAA_SEARCH_THRESHOLD;
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(-1.0, -1.0);
posP += offNP * vec2( 1.0, 1.0);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
if(!doneN)
{
lumaEndN = FxaaLuma(texture2D(tex, posN.xy).xyz);
}
if(!doneP)
{
lumaEndP = FxaaLuma(texture2D(tex, posP.xy).xyz);
}
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
if(doneN && doneP)
{
break;
}
if(!doneN)
{
posN -= offNP;
}
if(!doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
{
lengthSign = 0.0;
}
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
vec3 rgbF = texture2D(tex, vec2(
pos.x + (horzSpan ? 0.0 : subPixelOffset),
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
return FxaaLerp3(rgbL, rgbF, blendL);
}
void main()
{
vec3 fxaa_hq = FxaaPixelShader(gl_TexCoord[0].xy, rubyTexture, InvSize.xy);
gl_FragColor = vec4(fxaa_hq, 1.0);
}
]]>
0.0) {
pixel_out =mix(glowed,glowed+pixel_out,IN_GLOW_ADD);
} else {
pixel_out =glowed;
}
} else if (FIX_SCANLINES) {
pixel_out=fix_scanlines(0.2); //try from 0.1 to 0.3
}
if (DO_RGB_MASK) {
pixel_out = pixel_vmask(pixel_out,m1,m2,m3,pixel_in,VMASK_OVERWHITE);
}
if (DO_DARKLINES && DO_HALO && FIX_FOR_INTEL) {
haloed = pixel_glow(halo_w,halo_h,halo_power,halo_gamma);
pixel_out+=haloed; //yes i know,
pixel_out-=haloed; //but still...
}
if (DO_DARKLINES) {
pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,DARKLINES_TRANSPARENCY,DO_DARKLINES_VOFFSET,pixel_in,DRKLN_OVERWHITE);
}
if (DO_HALO) {
haloed = pixel_glow(halo_w,halo_h,halo_power,halo_gamma);
pixel_out +=haloed;
}
if (DO_BLOOM) {
bloomed = bloom(bloom_directions,bloom_quality,bloom_size,bloom_gamma,bloom_over_scanline);
pixel_out = (pixel_out * (1.0-bloom_mix) ) + ( bloomed*bloom_mix);
}
if (DO_COLOR_CORRECTION) {
pixel_out = pow(pixel_out,cc*GAMMA);
}
if (DO_ALT_BLANK) {
pixel_out = pixel_alternate(pixel_out);
}
if (!(saturation == 1.0)) {
float l = length(pixel_out);
pixel_out = normalize(pow(pixel_out + vec3(eps,eps,eps), vec3(saturation,saturation,saturation)))*l;
}
gl_FragColor = vec4(pixel_out,1.0);
}
]]>