#extension GL_ARB_shader_texture_lod : require vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return texture2DLod( s, coord.xy, coord.w); } vec4 xll_tex2Dgrad(sampler2D s, vec2 coord, vec2 ddx, vec2 ddy) { return texture2DGradARB( s, coord, ddx, ddy); } uniform sampler2D _MainTex; uniform vec4 _MainTex_TexelSize; vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame ); vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos ); vec4 FxaaTexGrad( in sampler2D tex, in vec2 pos, in vec2 grad ); float FxaaLuma( in vec3 rgb ); vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA ); vec3 FxaaFilterReturn( in vec3 rgb ); vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame ); vec4 xlat_main( in vec2 uv ); vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame ) { return xll_tex2Dlod( tex, vec4( (pos.xy + (off * rcpFrame)), 0.00000, 0.00000)); } vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos ) { return xll_tex2Dlod( tex, vec4( pos.xy , 0.00000, 0.00000)); } vec4 FxaaTexGrad( in sampler2D tex, in vec2 pos, in vec2 grad ) { return xll_tex2Dgrad( tex, pos.xy , grad, grad); } float FxaaLuma( in vec3 rgb ) { return ((rgb.y * 1.96321) + rgb.x ); } vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA ) { return ((vec3( ( -amountOfA ), ( -amountOfA ), ( -amountOfA )) * b) + ((a * vec3( amountOfA, amountOfA, amountOfA)) + b)); } vec3 FxaaFilterReturn( in vec3 rgb ) { return rgb; } vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame ) { vec3 rgbN; vec3 rgbW; vec3 rgbM; vec3 rgbE; vec3 rgbS; float lumaN; float lumaW; float lumaM; float lumaE; float lumaS; float rangeMin; float rangeMax; float range; vec3 rgbL; float lumaL; float rangeL; float blendL; vec3 rgbNW; vec3 rgbNE; vec3 rgbSW; vec3 rgbSE; float lumaNW; float lumaNE; float lumaSW; float lumaSE; float edgeVert; float edgeHorz; bool horzSpan; float lengthSign; float gradientN; float gradientS; bool pairN; vec2 posN; vec2 posP; vec2 offNP; float lumaEndN; float lumaEndP; bool doneN = false; bool doneP = false; int i = 0; float dstN; float dstP; bool directionN; float spanLength; float subPixelOffset; vec3 rgbF; rgbN = FxaaTexOff( tex, pos.xy , vec2( 0.00000, -1.00000), rcpFrame).xyz ; rgbW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 0.00000), rcpFrame).xyz ; rgbM = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 0.00000), rcpFrame).xyz ; rgbE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 0.00000), rcpFrame).xyz ; rgbS = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 1.00000), rcpFrame).xyz ; lumaN = FxaaLuma( rgbN); lumaW = FxaaLuma( rgbW); lumaM = FxaaLuma( rgbM); lumaE = FxaaLuma( rgbE); lumaS = FxaaLuma( rgbS); rangeMin = min( lumaM, min( min( lumaN, lumaW), min( lumaS, lumaE))); rangeMax = max( lumaM, max( max( lumaN, lumaW), max( lumaS, lumaE))); range = (rangeMax - rangeMin); if ( (range < max( 0.0625000, (rangeMax * 0.125000))) ){ return FxaaFilterReturn( rgbM); } rgbL = ((((rgbN + rgbW) + rgbM) + rgbE) + rgbS); lumaL = ((((lumaN + lumaW) + lumaE) + lumaS) * 0.250000); rangeL = abs( (lumaL - lumaM) ); blendL = (max( 0.00000, ((rangeL / range) - 0.250000)) * 1.33333); blendL = min( 0.750000, blendL); rgbNW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, -1.00000), rcpFrame).xyz ; rgbNE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, -1.00000), rcpFrame).xyz ; rgbSW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 1.00000), rcpFrame).xyz ; rgbSE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 1.00000), rcpFrame).xyz ; rgbL += (((rgbNW + rgbNE) + rgbSW) + rgbSE); rgbL *= vec3( 0.111111, 0.111111, 0.111111); lumaNW = FxaaLuma( rgbNW); lumaNE = FxaaLuma( rgbNE); lumaSW = FxaaLuma( rgbSW); lumaSE = FxaaLuma( rgbSE); edgeVert = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaN)) + (0.250000 * lumaNE)) ) + abs( (((0.500000 * lumaW) + (-1.00000 * lumaM)) + (0.500000 * lumaE)) )) + abs( (((0.250000 * lumaSW) + (-0.500000 * lumaS)) + (0.250000 * lumaSE)) )); edgeHorz = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaW)) + (0.250000 * lumaSW)) ) + abs( (((0.500000 * lumaN) + (-1.00000 * lumaM)) + (0.500000 * lumaS)) )) + abs( (((0.250000 * lumaNE) + (-0.500000 * lumaE)) + (0.250000 * lumaSE)) )); horzSpan = (edgeHorz >= edgeVert); lengthSign = (( horzSpan ) ? ( ( -rcpFrame.y ) ) : ( ( -rcpFrame.x ) )); if ( ( !horzSpan ) ){ lumaN = lumaW; } if ( ( !horzSpan ) ){ lumaS = lumaE; } gradientN = abs( (lumaN - lumaM) ); gradientS = abs( (lumaS - lumaM) ); lumaN = ((lumaN + lumaM) * 0.500000); lumaS = ((lumaS + lumaM) * 0.500000); pairN = (gradientN >= gradientS); if ( ( !pairN ) ){ lumaN = lumaS; } if ( ( !pairN ) ){ gradientN = gradientS; } if ( ( !pairN ) ){ lengthSign *= -1.00000; } posN.x = (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( (lengthSign * 0.500000) ))); posN.y = (pos.y + (( horzSpan ) ? ( (lengthSign * 0.500000) ) : ( 0.00000 ))); gradientN *= 0.250000; posP = posN; offNP = (( horzSpan ) ? ( vec2( rcpFrame.x , 0.00000) ) : ( vec2( 0.00000, rcpFrame.y ) )); lumaEndN = lumaN; lumaEndP = lumaN; posN += (offNP * vec2( -2.00000, -2.00000)); posP += (offNP * vec2( 2.00000, 2.00000)); offNP *= vec2( 3.00000, 3.00000); for ( ; (i < 4); ( i++ )) { if ( ( !doneN ) ){ lumaEndN = FxaaLuma( FxaaTexGrad( tex, posN.xy , offNP).xyz ); } if ( ( !doneP ) ){ lumaEndP = FxaaLuma( FxaaTexGrad( tex, posP.xy , offNP).xyz ); } doneN = (doneN || (abs( (lumaEndN - lumaN) ) >= gradientN)); doneP = (doneP || (abs( (lumaEndP - lumaN) ) >= gradientN)); if ( (doneN && doneP) ){ break; } if ( ( !doneN ) ){ posN -= offNP; } if ( ( !doneP ) ){ posP += offNP; } } dstN = (( horzSpan ) ? ( (pos.x - posN.x ) ) : ( (pos.y - posN.y ) )); dstP = (( horzSpan ) ? ( (posP.x - pos.x ) ) : ( (posP.y - pos.y ) )); directionN = (dstN < dstP); lumaEndN = (( directionN ) ? ( lumaEndN ) : ( lumaEndP )); if ( (((lumaM - lumaN) < 0.00000) == ((lumaEndN - lumaN) < 0.00000)) ){ lengthSign = 0.00000; } spanLength = (dstP + dstN); dstN = (( directionN ) ? ( dstN ) : ( dstP )); subPixelOffset = ((0.500000 + (dstN * (-1.00000 / spanLength))) * lengthSign); rgbF = FxaaTexLod0( tex, vec2( (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( subPixelOffset ))), (pos.y + (( horzSpan ) ? ( subPixelOffset ) : ( 0.00000 ))))).xyz ; return FxaaFilterReturn( FxaaLerp3( rgbL, rgbF, blendL)); } vec4 xlat_main( in vec2 uv ) { return vec4( FxaaPixelShader( uv.xy , _MainTex, _MainTex_TexelSize.xy ).xyz , 0.00000); } varying vec2 xlv_TEXCOORD0; void main() { vec4 xl_retval; xl_retval = xlat_main( vec2(xlv_TEXCOORD0)); gl_FragData[0] = vec4( xl_retval); }