Files
libretro/bios/Other/fpse-ng/FPse64/shaders/FXAA_natural_vision.fsh
T

55 lines
2.7 KiB
GLSL

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