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#include <metal_stdlib> |
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using namespace metal; |
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#include <CoreImage/CoreImage.h> |
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extern "C" { |
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namespace coreimage { |
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static float4 textureAtLocation(sampler s, float2 c) { |
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return s.sample(c / s.size()); |
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} |
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float4 fxaa(sampler s) { |
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float2 fragCoord = s.coord() * s.size(); |
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float2 v_rgbNW = (fragCoord + float2(-1.0, -1.0)); |
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float2 v_rgbNE = (fragCoord + float2(1.0, -1.0)); |
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float2 v_rgbSW = (fragCoord + float2(-1.0, 1.0)); |
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float2 v_rgbSE = (fragCoord + float2(1.0, 1.0)); |
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float2 v_rgbM = fragCoord; |
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const float FXAA_REDUCE_MIN = (1.0/ 128.0); |
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const float FXAA_REDUCE_MUL = (1.0 / 8.0); |
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const float FXAA_SPAN_MAX = 8.0; |
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float4 color; |
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float3 rgbNW = textureAtLocation(s, v_rgbNW).xyz; |
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float3 rgbNE = textureAtLocation(s, v_rgbNE).xyz; |
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float3 rgbSW = textureAtLocation(s, v_rgbSW).xyz; |
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float3 rgbSE = textureAtLocation(s, v_rgbSE).xyz; |
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float4 texColor = textureAtLocation(s, v_rgbM); |
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float3 rgbM = texColor.xyz; |
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float3 luma = float3(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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float2 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(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), |
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max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), |
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dir * rcpDirMin)); |
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float3 rgbA = 0.5 * (textureAtLocation(s, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz + textureAtLocation(s, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz); |
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float3 rgbB = rgbA * 0.5 + 0.25 * (textureAtLocation(s, fragCoord + dir * -0.5).xyz + textureAtLocation(s, fragCoord + 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 = float4(rgbA, texColor.a); |
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else |
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color = float4(rgbB, texColor.a); |
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return color; |
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} |
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} |
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} |