#version 140 out vec4 RenderTarget0; uniform float FXAAReduceMul = 0.0; // 1.0/8.0 uniform float FXAASpanMax = 8.0; uniform sampler2D ColorTexture; uniform vec2 InvTargetSize; void main() { #define FXAA_REDUCE_MIN (1.0/128.0) vec2 texCoord = gl_FragCoord.xy * InvTargetSize; vec3 rgbNW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(-1,-1)).rgb; vec3 rgbNE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,-1)).rgb; vec3 rgbSW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(-1,1)).rgb; vec3 rgbSE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,1)).rgb; vec3 rgbM = textureLod(ColorTexture, texCoord, 0.0).rgb; 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 * FXAAReduceMul), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAASpanMax, FXAASpanMax), max(vec2(-FXAASpanMax, -FXAASpanMax), dir * rcpDirMin)) * InvTargetSize; vec3 rgbA = (1.0/2.0) * (textureLod(ColorTexture, texCoord + dir * (1.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (2.0/3.0 - 0.5), 0.0).rgb); vec3 rgbB = rgbA * 1.0/2.0 + 1.0/4.0 * (textureLod(ColorTexture, texCoord + dir * (0.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (3.0/3.0 - 0.5), 0.0).rgb); float lumaB = dot(rgbB, luma); vec3 fragmentColor = (lumaB < lumaMin || lumaB > lumaMax) ? rgbA : rgbB; RenderTarget0 = vec4(fragmentColor, 1.0); }