// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // Source code is adapted from // https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ #version 460 #ifdef VULKAN #define BINDING_COLOR_TEXTURE 1 #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #define BINDING_COLOR_TEXTURE 0 #endif layout (location = 0) in vec4 posPos; layout (location = 0) out vec4 frag_color; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; const float FXAA_SPAN_MAX = 8.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_REDUCE_MIN = 1.0 / 128.0; #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) #define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o) vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) { vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz; vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz; vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz; vec3 rgbM = FxaaTexLod0(tex, posPos.xy).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)) / textureSize(tex, 0); /*--------------------------------------------------------*/ vec3 rgbA = (1.0 / 2.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; return rgbB; } void main() { frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0); }