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@emmauss
Created September 2, 2022 09:38
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fxaa shader ryujinx
// 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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