mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
add fxaa to anti-aliasing shaders
This commit is contained in:
parent
bfb62584ab
commit
1a571177de
4
anti-aliasing/fxaa.slangp
Normal file
4
anti-aliasing/fxaa.slangp
Normal file
|
@ -0,0 +1,4 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/fxaa.slang
|
||||
filter_linear0 = true
|
271
anti-aliasing/shaders/fxaa.slang
Normal file
271
anti-aliasing/shaders/fxaa.slang
Normal file
|
@ -0,0 +1,271 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
/**
|
||||
* @license
|
||||
* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
|
||||
*
|
||||
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
|
||||
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
|
||||
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
|
||||
* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
|
||||
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
|
||||
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
|
||||
* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
|
||||
* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
*/
|
||||
|
||||
/*
|
||||
FXAA_PRESET - Choose compile-in knob preset 0-5.
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
|
||||
to apply algorithm.
|
||||
1.0/3.0 - too little
|
||||
1.0/4.0 - good start
|
||||
1.0/8.0 - applies to more edges
|
||||
1.0/16.0 - overkill
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
|
||||
Perf optimization.
|
||||
1.0/32.0 - visible limit (smaller isn't visible)
|
||||
1.0/16.0 - good compromise
|
||||
1.0/12.0 - upper limit (seeing artifacts)
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
|
||||
1.0/4.0 - seems to be the best quality wise
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
|
||||
1.0/2.0 - low removal
|
||||
1.0/3.0 - medium removal
|
||||
1.0/4.0 - default removal
|
||||
1.0/8.0 - high removal
|
||||
0.0 - complete removal
|
||||
------------------------------------------------------------------------------
|
||||
FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
|
||||
This is important for the transition of sub-pixel detail,
|
||||
like fences and wires.
|
||||
3.0/4.0 - default (medium amount of filtering)
|
||||
7.0/8.0 - high amount of filtering
|
||||
1.0 - no capping of sub-pixel aliasing removal
|
||||
*/
|
||||
|
||||
#ifndef FXAA_PRESET
|
||||
#define FXAA_PRESET 5
|
||||
#endif
|
||||
#if (FXAA_PRESET == 3)
|
||||
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
||||
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
|
||||
#define FXAA_SEARCH_STEPS 16
|
||||
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
||||
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
||||
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
||||
#endif
|
||||
#if (FXAA_PRESET == 4)
|
||||
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
||||
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
|
||||
#define FXAA_SEARCH_STEPS 24
|
||||
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
||||
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
||||
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
||||
#endif
|
||||
#if (FXAA_PRESET == 5)
|
||||
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
||||
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
|
||||
#define FXAA_SEARCH_STEPS 32
|
||||
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
||||
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
||||
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
||||
#endif
|
||||
|
||||
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
|
||||
|
||||
// Return the luma, the estimation of luminance from rgb inputs.
|
||||
// This approximates luma using one FMA instruction,
|
||||
// skipping normalization and tossing out blue.
|
||||
// FxaaLuma() will range 0.0 to 2.963210702.
|
||||
float FxaaLuma(vec3 rgb) {
|
||||
return rgb.y * (0.587/0.299) + rgb.x;
|
||||
}
|
||||
|
||||
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
|
||||
return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
|
||||
}
|
||||
|
||||
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
|
||||
float x = pos.x + float(off.x) * rcpFrame.x;
|
||||
float y = pos.y + float(off.y) * rcpFrame.y;
|
||||
return texture(tex, vec2(x, y));
|
||||
}
|
||||
|
||||
// pos is the output of FxaaVertexShader interpolated across screen.
|
||||
// xy -> actual texture position {0.0 to 1.0}
|
||||
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
|
||||
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
|
||||
{
|
||||
vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
|
||||
vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
|
||||
vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
|
||||
vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
|
||||
vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
|
||||
|
||||
float lumaN = FxaaLuma(rgbN);
|
||||
float lumaW = FxaaLuma(rgbW);
|
||||
float lumaM = FxaaLuma(rgbM);
|
||||
float lumaE = FxaaLuma(rgbE);
|
||||
float lumaS = FxaaLuma(rgbS);
|
||||
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
|
||||
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
|
||||
|
||||
float range = rangeMax - rangeMin;
|
||||
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
|
||||
{
|
||||
return rgbM;
|
||||
}
|
||||
|
||||
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
|
||||
|
||||
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
|
||||
float rangeL = abs(lumaL - lumaM);
|
||||
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
|
||||
blendL = min(FXAA_SUBPIX_CAP, blendL);
|
||||
|
||||
vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
|
||||
vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
|
||||
vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
|
||||
vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
|
||||
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
|
||||
rgbL *= vec3(1.0/9.0);
|
||||
|
||||
float lumaNW = FxaaLuma(rgbNW);
|
||||
float lumaNE = FxaaLuma(rgbNE);
|
||||
float lumaSW = FxaaLuma(rgbSW);
|
||||
float lumaSE = FxaaLuma(rgbSE);
|
||||
|
||||
float edgeVert =
|
||||
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
|
||||
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
|
||||
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
|
||||
float edgeHorz =
|
||||
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
|
||||
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
|
||||
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
|
||||
|
||||
bool horzSpan = edgeHorz >= edgeVert;
|
||||
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
|
||||
|
||||
if(!horzSpan)
|
||||
{
|
||||
lumaN = lumaW;
|
||||
lumaS = lumaE;
|
||||
}
|
||||
|
||||
float gradientN = abs(lumaN - lumaM);
|
||||
float gradientS = abs(lumaS - lumaM);
|
||||
lumaN = (lumaN + lumaM) * 0.5;
|
||||
lumaS = (lumaS + lumaM) * 0.5;
|
||||
|
||||
if (gradientN < gradientS)
|
||||
{
|
||||
lumaN = lumaS;
|
||||
lumaN = lumaS;
|
||||
gradientN = gradientS;
|
||||
lengthSign *= -1.0;
|
||||
}
|
||||
|
||||
vec2 posN;
|
||||
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
|
||||
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
|
||||
|
||||
gradientN *= FXAA_SEARCH_THRESHOLD;
|
||||
|
||||
vec2 posP = posN;
|
||||
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
|
||||
float lumaEndN = lumaN;
|
||||
float lumaEndP = lumaN;
|
||||
bool doneN = false;
|
||||
bool doneP = false;
|
||||
posN += offNP * vec2(-1.0, -1.0);
|
||||
posP += offNP * vec2( 1.0, 1.0);
|
||||
|
||||
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
|
||||
if(!doneN)
|
||||
{
|
||||
lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz);
|
||||
}
|
||||
if(!doneP)
|
||||
{
|
||||
lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz);
|
||||
}
|
||||
|
||||
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
|
||||
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
|
||||
|
||||
if(doneN && doneP)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if(!doneN)
|
||||
{
|
||||
posN -= offNP;
|
||||
}
|
||||
if(!doneP)
|
||||
{
|
||||
posP += offNP;
|
||||
}
|
||||
}
|
||||
|
||||
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
|
||||
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
|
||||
bool directionN = dstN < dstP;
|
||||
lumaEndN = directionN ? lumaEndN : lumaEndP;
|
||||
|
||||
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
|
||||
{
|
||||
lengthSign = 0.0;
|
||||
}
|
||||
|
||||
|
||||
float spanLength = (dstP + dstN);
|
||||
dstN = directionN ? dstN : dstP;
|
||||
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
|
||||
vec3 rgbF = texture(tex, vec2(
|
||||
pos.x + (horzSpan ? 0.0 : subPixelOffset),
|
||||
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
|
||||
return FxaaLerp3(rgbL, rgbF, blendL);
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(FxaaPixelShader(vTexCoord, Source, vec2(params.SourceSize.z, params.SourceSize.w)), 1.0) * 1.0;
|
||||
}
|
Loading…
Reference in a new issue