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Copy pathYUCIFXAA.cikernel
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YUCIFXAA.cikernel
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#define YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, coord) \
(sample(tex, samplerTransform(tex, coord)))
kernel vec4 filterKernel(sampler tex) {
vec2 fragCoord = destCoord();
vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0));
vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0));
vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0));
vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0));
vec2 v_rgbM = fragCoord;
const float FXAA_REDUCE_MIN = (1.0/ 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
vec4 color;
vec3 rgbNW = YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, v_rgbNW).xyz;
vec3 rgbNE = YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, v_rgbNE).xyz;
vec3 rgbSW = YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, v_rgbSW).xyz;
vec3 rgbSE = YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, v_rgbSE).xyz;
vec4 texColor = YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, v_rgbM);
vec3 rgbM = texColor.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));
vec3 rgbA = 0.5 * (YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz + YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, fragCoord + dir * -0.5).xyz + YUCIFXAA_SAMPLE_TEXTURE_AT_LOCATION(tex, fragCoord + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, texColor.a);
else
color = vec4(rgbB, texColor.a);
return color;
}