// Pass-2: AA on Texture // Note: gcv_FboTexCoord is in center of sample pixels. if( gcu_FboTexSize.z < 4.0 ) { // FXAA-2 const float FXAA_REDUCE_MIN = (1.0/128.0); const float FXAA_REDUCE_MUL = (1.0/8.0); const float FXAA_SPAN_MAX = 8.0; float sampleCount = gcu_FboTexSize.z; vec2 texCoord = gcv_FboTexCoord.st; const float poff = 1.0; vec2 psize = 1.0 / texCoord; // pixel size vec3 rgbNW = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-poff, -poff))).rgb; vec3 rgbSW = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-poff, poff))).rgb; vec3 rgbSE = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( poff, poff))).rgb; vec3 rgbNE = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( poff, -poff))).rgb; vec4 rgbM = texture2D(gcu_FboTexUnit, texCoord); const 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.rgb, 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) ) * psize; vec3 rgbA = 0.5 * ( texture2D(gcu_FboTexUnit, texCoord + dir * (1.0/3.0 - 0.5)).rgb + texture2D(gcu_FboTexUnit, texCoord + dir * (2.0/3.0 - 0.5)).rgb ); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(gcu_FboTexUnit, texCoord + (dir * - 0.5)).rgb + texture2D(gcu_FboTexUnit, texCoord + (dir * 0.5)).rgb ); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) { mgl_FragColor.rgb = rgbA; } else { mgl_FragColor.rgb = rgbB; } mgl_FragColor.a = gcu_Alpha * rgbM.a; // mix(0.0, gcu_Alpha, rgbM.a); // t.a one of [ 0.0, 1.0 ] } else { #include curverenderer01-pass2-vbaa_poles_equalweight.glsl }