mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
55 lines
2.7 KiB
GLSL
55 lines
2.7 KiB
GLSL
precision mediump float; // Set the default precision to medium. We don't need as high of a
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uniform sampler2D uTex; // The input texture.
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uniform lowp float resX;
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uniform lowp float resY;
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varying vec2 vTexCoord; // Interpolated texture coordinate per fragment
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const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
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0.587,-0.275,-0.523,
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0.114,-0.321, 0.311);
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const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
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0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
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0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
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const vec3 val00 = vec3( 1.2, 1.2, 1.2);
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void main() {
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = (1.0/128.0);
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vec3 rgbNW = texture2D(uTex, vTexCoord + (vec2(-1.0, -1.0) * vec2(resX, resY))).xyz;
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vec3 rgbNE = texture2D(uTex, vTexCoord + (vec2(+1.0, -1.0) * vec2(resX, resY))).xyz;
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vec3 rgbSW = texture2D(uTex, vTexCoord + (vec2(-1.0, +1.0) * vec2(resX, resY))).xyz;
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vec3 rgbSE = texture2D(uTex, vTexCoord + (vec2(+1.0, +1.0) * vec2(resX, resY))).xyz;
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vec3 rgbM = texture2D(uTex, vTexCoord).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * vec2(resX, resY);
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vec3 rgbA = (1.0/2.0) * (
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texture2D(uTex, vTexCoord + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(uTex, vTexCoord + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture2D(uTex, vTexCoord + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(uTex, vTexCoord + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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{
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rgbM = RGBtoYIQ*rgbA;
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rgbM = vec3(pow(rgbM.x,val00.x),rgbM.yz*val00.yz);
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gl_FragColor.xyz=YIQtoRGB*rgbM;
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} else {
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rgbM = RGBtoYIQ*rgbB;
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rgbM = vec3(pow(rgbM.x,val00.x),rgbM.yz*val00.yz);
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gl_FragColor.xyz=YIQtoRGB*rgbM;
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}
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gl_FragColor.a = 1.0;
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} |