Created
September 2, 2022 09:38
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fxaa shader ryujinx
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// https://www.shadertoy.com/view/ls3GWS | |
#version 430 core | |
precision mediump float; | |
layout (local_size_x = 16, local_size_y = 16) in; | |
layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput; | |
layout(binding = 1, set = 2) uniform sampler2D inputImage; | |
layout( binding = 2 ) uniform invResolution | |
{ | |
vec2 invResolution_data; | |
}; | |
#define FXAA_SPAN_MAX 8.0 | |
#define FXAA_REDUCE_MUL (1.0/FXAA_SPAN_MAX) | |
#define FXAA_REDUCE_MIN (1.0/128.0) | |
#define FXAA_SUBPIX_SHIFT (1.0/4.0) | |
vec3 FxaaPixelShader( vec4 uv, sampler2D tex, vec2 rcpFrame) { | |
vec3 rgbNW = textureLod(tex, uv.zw, 0.0).xyz; | |
vec3 rgbNE = textureLod(tex, uv.zw + vec2(1,0)*rcpFrame.xy, 0.0).xyz; | |
vec3 rgbSW = textureLod(tex, uv.zw + vec2(0,1)*rcpFrame.xy, 0.0).xyz; | |
vec3 rgbSE = textureLod(tex, uv.zw + vec2(1,1)*rcpFrame.xy, 0.0).xyz; | |
vec3 rgbM = textureLod(tex, uv.xy, 0.0).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))); | |
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)) * rcpFrame.xy; | |
vec3 rgbA = (1.0/2.0) * ( | |
textureLod(tex, uv.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz + | |
textureLod(tex, uv.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz); | |
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( | |
textureLod(tex, uv.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz + | |
textureLod(tex, uv.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz); | |
float lumaB = dot(rgbB, luma); | |
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; | |
return rgbB; | |
} | |
vec4 mainImage(vec2 fragCoord) | |
{ | |
vec2 rcpFrame = 1./invResolution_data.xy; | |
vec2 uv2 = fragCoord.xy / invResolution_data.xy; | |
vec3 col; | |
vec4 uv = vec4( uv2, uv2 - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT))); | |
col = FxaaPixelShader( uv, inputImage, rcpFrame ); | |
vec4 fragColor = vec4( col, 1. ); | |
return fragColor; | |
} | |
void main() | |
{ | |
ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4); | |
for(int i = 0; i < 4; i++) | |
{ | |
for(int j = 0; j < 4; j++) | |
{ | |
ivec2 texelCoord = ivec2(loc.x + i, loc.y + j); | |
vec4 outColor = mainImage(vec2(texelCoord.x, texelCoord.y)); | |
imageStore(imgOutput, texelCoord, outColor); | |
} | |
} | |
} |
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