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222
lwjgl-rundir/resources/glsl/core.glsl
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222
lwjgl-rundir/resources/glsl/core.glsl
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// copyright (c) 2020-2023 lax1dude
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#line 4
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precision highp int;
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precision highp sampler2D;
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precision highp float;
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uniform mat4 matrix_m;
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uniform mat4 matrix_p;
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uniform mat4 matrix_t;
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#ifdef CC_VERT
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in vec3 a_position;
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#ifdef CC_a_texture0
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in vec2 a_texture0;
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#endif
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#ifdef CC_a_color
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in vec4 a_color;
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#endif
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#ifdef CC_a_normal
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in vec4 a_normal;
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#endif
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#ifdef CC_a_texture1
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in vec2 a_texture1;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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out vec4 v_object_pos;
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#endif
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out vec4 v_position;
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#ifdef CC_a_color
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out vec4 v_color;
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#endif
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#ifdef CC_a_normal
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out vec4 v_normal;
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#endif
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#ifdef CC_a_texture0
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out vec2 v_texture0;
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#endif
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#ifdef CC_a_texture1
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out vec2 v_texture1;
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#endif
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#endif
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#ifdef CC_VERT
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void main(){
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vec4 pos = matrix_m * vec4(a_position, 1.0);
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v_position = pos;
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#ifdef CC_TEX_GEN_STRQ
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v_object_pos = vec4(a_position, 1.0);
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#endif
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#ifdef CC_a_color
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v_color = a_color;
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#endif
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#ifdef CC_a_normal
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v_normal = a_normal;
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#endif
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#ifdef CC_a_texture0
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v_texture0 = a_texture0;
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#endif
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#ifdef CC_a_texture1
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v_texture1 = a_texture1;
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#endif
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gl_Position = matrix_p * pos;
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}
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#endif
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#ifdef CC_FRAG
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec2 texCoordV0;
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uniform vec2 texCoordV1;
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#ifdef CC_lighting
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uniform vec3 light0Pos;
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uniform vec3 light1Pos;
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uniform vec3 normalUniform;
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#endif
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#ifdef CC_fog
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uniform vec4 fogColor;
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//X = uniform float fogMode;
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//Y = uniform float fogStart;
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//Z = uniform float fogEnd - fogStart;
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//W = uniform float fogDensity;
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uniform vec4 fogParam;
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#endif
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uniform vec4 colorUniform;
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#ifdef CC_alphatest
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uniform float alphaTestF;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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//uniform int textureGenS_M;
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//uniform int textureGenT_M;
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//uniform int textureGenR_M;
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//uniform int textureGenQ_M;
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uniform ivec4 textureGen_M;
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uniform vec4 textureGenS_V;
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uniform vec4 textureGenT_V;
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uniform vec4 textureGenR_V;
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uniform vec4 textureGenQ_V;
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#endif
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#ifdef CC_patch_anisotropic
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uniform vec2 anisotropic_fix;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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in vec4 v_object_pos;
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#endif
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in vec4 v_position;
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#ifdef CC_a_color
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in vec4 v_color;
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#endif
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#ifdef CC_a_normal
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in vec4 v_normal;
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#endif
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#ifdef CC_a_texture0
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in vec2 v_texture0;
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#endif
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#ifdef CC_a_texture1
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in vec2 v_texture1;
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#endif
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out vec4 fragColor;
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
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void main(){
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#ifdef CC_a_color
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vec4 color = colorUniform * v_color;
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#else
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vec4 color = colorUniform;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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vec4 texSrc[2];
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texSrc[0] = v_object_pos;
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texSrc[1] = v_position;
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vec4 texPos;
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texPos.x = dot(texSrc[textureGen_M.x], textureGenS_V);
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texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
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texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
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texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
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texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
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color *= texture(tex0, texPos.xy / texPos.z).bgra;
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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discard;
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}
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#endif
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#else
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#ifdef CC_unit0
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#ifdef CC_a_texture0
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#ifdef CC_patch_anisotropic
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vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
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/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
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uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
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vec4 texColor = texture(tex0, uv);
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#else
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
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#endif
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#else
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
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#endif
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#ifdef CC_swap_rb
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color *= texColor.rgba;
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#else
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color *= texColor.bgra;
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#endif
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#endif
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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discard;
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}
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#endif
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#ifdef CC_unit1
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#ifdef CC_a_texture1
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color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
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#else
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color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
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#endif
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#endif
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#endif
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#ifdef CC_lighting
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#ifdef CC_a_normal
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vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
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#else
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vec3 normal = normalUniform;
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#endif
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normal = normalize(mat3(matrix_m) * normal);
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float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
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color.rgb *= min((0.4 + ins * 0.6), 1.0);
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#endif
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#ifdef CC_fog
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float dist = sqrt(dot(v_position, v_position));
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float i = fogParam.x == 1.0 ? (dist - fogParam.y) / fogParam.z : 1.0 - exp(-fogParam.w * dist);
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color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a);
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#endif
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fragColor = color;
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}
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#endif
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255
lwjgl-rundir/resources/glsl/fxaa.glsl
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255
lwjgl-rundir/resources/glsl/fxaa.glsl
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@@ -0,0 +1,255 @@
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#line 0
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precision lowp int;
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precision lowp sampler2D;
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precision lowp float;
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in vec2 pos;
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out vec4 fragColor;
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_FAST_PIXEL_OFFSET 0
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#define FXAA_GATHER4_ALPHA 0
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#ifndef FXAA_GREEN_AS_LUMA
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 1
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#endif
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#ifndef FXAA_DISCARD
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// 1 = Use discard on pixels which don't need AA.
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// 0 = Return unchanged color on pixels which don't need AA.
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#define FXAA_DISCARD 0
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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/*============================================================================
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FXAA3 CONSOLE - PC VERSION
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Used only for FXAA Console, and not used on the 360 version.
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Console.
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// This must be from a constant/uniform.
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// This effects sub-pixel AA quality and inversely sharpness.
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// Where N ranges between,
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// N = 0.50 (default)
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// N = 0.33 (sharper)
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// {x___} = -N/screenWidthInPixels
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// {_y__} = -N/screenHeightInPixels
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// {__z_} = N/screenWidthInPixels
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// {___w} = N/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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//
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// Only used on FXAA Console.
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// Not used on 360, but used on PS3 and PC.
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// This must be from a constant/uniform.
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// {x___} = -2.0/screenWidthInPixels
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// {_y__} = -2.0/screenHeightInPixels
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// {__z_} = 2.0/screenWidthInPixels
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// {___w} = 2.0/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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FxaaFloat fxaaConsoleEdgeSharpness,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 1/4 and 1/8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// The console setting has a different mapping than the quality setting.
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// Other platforms can use other values.
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// 0.125 leaves less aliasing, but is softer (default!!!)
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// 0.25 leaves more aliasing, and is sharper
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FxaaFloat fxaaConsoleEdgeThreshold,
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//
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// Only used on FXAA Console.
|
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
|
||||
// It is here now to allow easier tuning.
|
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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// This does not apply to PS3,
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// PS3 was simplified to avoid more shader instructions.
|
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// 0.06 - faster but more aliasing in darks
|
||||
// 0.05 - default
|
||||
// 0.04 - slower and less aliasing in darks
|
||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
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// Likely want to set this to zero.
|
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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||||
// then start at zero and increase until aliasing is a problem.
|
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FxaaFloat fxaaConsoleEdgeThresholdMin
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) {
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/*--------------------------------------------------------------------------*/
|
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FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
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FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
||||
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
||||
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
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FxaaFloat lumaM = FxaaLuma(rgbyM);
|
||||
#else
|
||||
FxaaFloat lumaM = rgbyM.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
||||
lumaNe += 1.0/384.0;
|
||||
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
||||
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
||||
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
||||
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
||||
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
||||
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
||||
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
||||
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
||||
if(lumaMaxSubMinM < lumaMaxScaledClamped)
|
||||
{
|
||||
#if (FXAA_DISCARD == 1)
|
||||
FxaaDiscard;
|
||||
#else
|
||||
return rgbyM;
|
||||
#endif
|
||||
}
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir;
|
||||
dir.x = dirSwMinusNe + dirSeMinusNw;
|
||||
dir.y = dirSwMinusNe - dirSeMinusNw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir1 = normalize(dir.xy);
|
||||
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
||||
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
|
||||
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
|
||||
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
||||
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
float lumaB = FxaaLuma(rgbyB);
|
||||
#else
|
||||
float lumaB = rgbyB.y;
|
||||
#endif
|
||||
if((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||
//
|
||||
return rgbyB;
|
||||
}
|
||||
/*==========================================================================*/
|
||||
|
||||
uniform sampler2D f_color;
|
||||
|
||||
uniform vec2 screenSize;
|
||||
|
||||
#define edgeSharpness 7.0
|
||||
#define edgeThreshold 0.1
|
||||
#define edgeThresholdMin 0.005
|
||||
|
||||
void main(){
|
||||
vec2 screenSize05 = 0.5 * screenSize;
|
||||
|
||||
vec4 posPos;
|
||||
posPos.xy = pos;
|
||||
posPos.zw = pos + screenSize;
|
||||
|
||||
vec4 rcpFrameOpt;
|
||||
rcpFrameOpt.xy = -screenSize05;
|
||||
rcpFrameOpt.zw = screenSize05;
|
||||
|
||||
fragColor = vec4(FxaaPixelShader(pos + screenSize05, posPos, f_color, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
||||
}
|
||||
25
lwjgl-rundir/resources/glsl/occl.glsl
Normal file
25
lwjgl-rundir/resources/glsl/occl.glsl
Normal file
@@ -0,0 +1,25 @@
|
||||
#line 2
|
||||
|
||||
precision highp int;
|
||||
precision highp sampler2D;
|
||||
precision highp float;
|
||||
|
||||
#ifdef CC_VERT
|
||||
uniform mat4 matrix_m;
|
||||
uniform mat4 matrix_p;
|
||||
|
||||
in vec3 a_vert;
|
||||
|
||||
void main(){
|
||||
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CC_FRAG
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(){
|
||||
fragColor = vec4(1.0);
|
||||
}
|
||||
#endif
|
||||
13
lwjgl-rundir/resources/glsl/pvert.glsl
Normal file
13
lwjgl-rundir/resources/glsl/pvert.glsl
Normal file
@@ -0,0 +1,13 @@
|
||||
#line 0
|
||||
|
||||
precision lowp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp float;
|
||||
|
||||
in vec2 a_pos;
|
||||
|
||||
out vec2 pos;
|
||||
|
||||
void main(){
|
||||
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user