#version 410 // copied from http://stackoverflow.com/questions/12105330/how-does-this-simple-fxaa-work // their old names //uniform sampler2D buf0; //uniform vec2 frameBufSize; //varying vec2 texCoords; // MeLib / Metareal names uniform sampler2D textureColor; uniform sampler2D textureDepth; in vec2 uvV; uniform vec2 meScreenSize; out vec4 fragColor; uniform float time; uniform float enableFxaa = 1; void main( void ) { vec2 co = gl_FragCoord.xy / vec2(meScreenSize.x, meScreenSize.y); gl_FragDepth = texture(textureDepth, co).r; if(enableFxaa == 0) { fragColor.xyz = texture(textureColor,co).xyz; fragColor.a = 1.0; return; } float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = 1.0/128.0; vec3 rgbNW=texture(textureColor,co+(vec2(-1.0,-1.0)/meScreenSize)).xyz; vec3 rgbNE=texture(textureColor,co+(vec2(1.0,-1.0)/meScreenSize)).xyz; vec3 rgbSW=texture(textureColor,co+(vec2(-1.0,1.0)/meScreenSize)).xyz; vec3 rgbSE=texture(textureColor,co+(vec2(1.0,1.0)/meScreenSize)).xyz; vec3 rgbM=texture(textureColor,co).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)) / meScreenSize; vec3 rgbA = (1.0/2.0) * ( texture(textureColor, co.xy + dir * (1.0/3.0 - 0.5)).xyz + texture(textureColor, co.xy + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture(textureColor, co.xy + dir * (0.0/3.0 - 0.5)).xyz + texture(textureColor, co.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) { fragColor.xyz = rgbA; } else { fragColor.xyz = rgbB; } }