FXAA GLSL
#version 300 es
precision mediump float;
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform vec2 screenSize;
float FXAA_SPAN_MAX = 8.0f;
float FXAA_REDUCE_MUL = 1.0f/8.0f;
float FXAA_REDUCE_MIN = 1.0f/128.0f;
vec3 computeToneMapping(vec2 texCoords);
vec3 computeFxaa();
void main()
{
const float gamma = 2.2;
vec3 hdrColor = computeFxaa();
// gamma correction
hdrColor = pow(hdrColor, vec3(1.0/gamma));
float contrast = 1.5; // 增加对比度
float brightness = 0.0; // 亮度偏移量
hdrColor = (hdrColor - vec3(0.2)) * vec3(contrast) + vec3(brightness);
FragColor = vec4(hdrColor, 1.0);
}
vec3 computeToneMapping(vec2 texCoords)
{
const float exposure = 1.0;
vec3 hdrColor = texture(screenTexture, texCoords).xyz;
return vec3(1.0) - exp(-hdrColor * exposure);
}
vec3 computeFxaa()
{
vec2 screenTextureOffset = 1.0 / screenSize;
vec3 luma = vec3(0.299f, 0.587f, 0.114f);
vec3 offsetNW = computeToneMapping(TexCoords.xy + (vec2(-1.0f, -1.0f) * screenTextureOffset));
vec3 offsetNE = computeToneMapping(TexCoords.xy + (vec2(1.0f, -1.0f) * screenTextureOffset));
vec3 offsetSW = computeToneMapping(TexCoords.xy + (vec2(-1.0f, 1.0f) * screenTextureOffset));
vec3 offsetSE = computeToneMapping(TexCoords.xy + (vec2(1.0f, 1.0f) * screenTextureOffset));
vec3 offsetM = computeToneMapping(TexCoords.xy);
float lumaNW = dot(luma, offsetNW);
float lumaNE = dot(luma, offsetNE);
float lumaSW = dot(luma, offsetSW);
float lumaSE = dot(luma, offsetSE);
float lumaM = dot(luma, offsetNW);
vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (FXAA_REDUCE_MUL * 0.25f), FXAA_REDUCE_MIN);
float dirCorrection = 1.0f / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX), dir * dirCorrection)) * screenTextureOffset;
vec3 resultA = 0.5f * (computeToneMapping(TexCoords.xy + (dir * vec2(1.0f / 3.0f - 0.5f))) +
computeToneMapping(TexCoords.xy + (dir * vec2(2.0f / 3.0f - 0.5f))));
vec3 resultB = resultA * 0.5f + 0.25f * (computeToneMapping(TexCoords.xy + (dir * vec2(0.0f / 3.0f - 0.5f))).xyz +
computeToneMapping(TexCoords.xy + (dir * vec2(3.0f / 3.0f - 0.5f))).xyz);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
float lumaResultB = dot(luma, resultB);
if(lumaResultB < lumaMin || lumaResultB > lumaMax) {
return vec3(resultA);
}
return vec3(resultB);
}
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