All files / src/WebGL/shaders/lib/screenaa screenaa.frag

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export default "uniform sampler2D colormap;\nvarying highp vec2 vTexCoords;\nuniform vec2 dimensions;\n\n// Basic FXAA implementation based on the code on geeks3d.com \n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvec4 applyFXAA(vec2 fragCoord, sampler2D tex)\n{\n    vec4 color;\n    vec2 inverseVP = vec2(1.0 / dimensions.x, 1.0 / dimensions.y);\n    vec3 rgbNW = texture2D(tex, fragCoord + vec2(-1.0, -1.0) * inverseVP).xyz;\n    vec3 rgbNE = texture2D(tex, fragCoord + vec2(1.0, -1.0) * inverseVP).xyz;\n    vec3 rgbSW = texture2D(tex, fragCoord + vec2(-1.0, 1.0) * inverseVP).xyz;\n    vec3 rgbSE = texture2D(tex, fragCoord + vec2(1.0, 1.0) * inverseVP).xyz;\n    vec3 rgbM  = texture2D(tex, fragCoord  * inverseVP).xyz;\n    vec3 luma = vec3(0.299, 0.587, 0.114);\n    float lumaNW = dot(rgbNW, luma);\n    float lumaNE = dot(rgbNE, luma);\n    float lumaSW = dot(rgbSW, luma);\n    float lumaSE = dot(rgbSE, luma);\n    float lumaM  = dot(rgbM,  luma);\n    float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n    float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n    vec2 dir;\n    dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n    dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n    float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                        (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n    float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n    dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n            max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n            dir * rcpDirMin)) * inverseVP;\n\n    vec3 rgbA = 0.5 * (\n        texture2D(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz +\n        texture2D(tex, fragCoord  + dir * (2.0 / 3.0 - 0.5)).xyz);\n    vec3 rgbB = rgbA * 0.5 + 0.25 * (\n        texture2D(tex, fragCoord  + dir * -0.5).xyz +\n        texture2D(tex, fragCoord  + dir * 0.5).xyz);\n\n    float lumaB = dot(rgbB, luma);\n    if ((lumaB < lumaMin) || (lumaB > lumaMax))\n        color = vec4(rgbA, 1.0);\n    else\n        color = vec4(rgbB, 1.0);\n    return color;\n}\n//DEFINEFRAGCOLOR\nvoid main (void) {\n   gl_FragColor = applyFXAA(vTexCoords, colormap);\n}\n        ";