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bc9ef95643
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
74 lines
2.4 KiB
GLSL
74 lines
2.4 KiB
GLSL
// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// Version 2, December 2004
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// Copyright (C) 2013 mudlord
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// Everyone is permitted to copy and distribute verbatim or modified
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// copies of this license document, and changing it is allowed as long
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// as the name is changed.
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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// 0. You just DO WHAT THE FUCK YOU WANT TO.
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_SPAN_MAX 8.0
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vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
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{
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vec4 color;
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vec2 inverseVP = resolution.zw;
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vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
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vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
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vec3 rgbM = texture(tex, fragCoord * inverseVP).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) *
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(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),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
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texture(tex, fragCoord * inverseVP + dir * 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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color = vec4(rgbA, 1.0);
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else
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color = vec4(rgbB, 1.0);
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return color;
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}
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void main()
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{
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ocol0 = applyFXAA(uv0 * resolution.xy, samp9);
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}
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