#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; }