#version 450 layout(location = 0) in vec2 UV; layout(set = 0, binding = 0) uniform sampler Sampler; layout(set = 0, binding = 1) uniform texture2D Albedo; layout(set = 0, binding = 2) uniform texture2D Normal; layout(set = 0, binding = 3) uniform texture2D WorldPos; layout(set = 0, binding = 4) uniform texture2D Radiance; layout(set = 0, binding = 6) uniform texture2D RenderView; layout(location = 0) out vec4 OutColor; // http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ const float FXAA_SPAN_MAX = 8.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_SUBPIX_SHIFT = 1.0 / 4.0; // Output of FxaaVertexShader interpolated across screen. // Input texture. // Constant {1.0/frameWidth, 1.0/frameHeight}. vec3 FxaaPixelShader(vec4 posPos, vec2 rcpFrame) { /*---------------------------------------------------------*/ #define FXAA_REDUCE_MIN (1.0 / 64.0) /*---------------------------------------------------------*/ vec3 rgbNW = textureLod(sampler2D(RenderView, Sampler), posPos.zw, 0.0).xyz; vec3 rgbNE = textureLodOffset(sampler2D(RenderView, Sampler), posPos.zw, 0.0, ivec2(1, 0)).xyz; vec3 rgbSW = textureLodOffset(sampler2D(RenderView, Sampler), posPos.zw, 0.0, ivec2(0, 1)).xyz; vec3 rgbSE = textureLodOffset(sampler2D(RenderView, Sampler), posPos.zw, 0.0, ivec2(1, 1)).xyz; vec3 rgbM = textureLod(sampler2D(RenderView, Sampler), posPos.xy, 0.0).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)) * rcpFrame.xy; vec3 rgbA = 0.5 * (textureLod(sampler2D(RenderView, Sampler), posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz + textureLod(sampler2D(RenderView, Sampler), posPos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz); vec3 rgbB = rgbA * 0.5 + (1.0/4.0) * (textureLod(sampler2D(RenderView, Sampler), posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz + textureLod(sampler2D(RenderView, Sampler), posPos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { return rgbA; } return rgbB; } void main() { const vec2 resolution = textureSize(sampler2D(RenderView, Sampler), 0).xy; const vec2 rcpFrame = 1.0 / resolution; vec4 posPos; posPos.xy = UV.xy; posPos.zw = UV.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); const vec3 color = FxaaPixelShader(posPos, rcpFrame); OutColor = vec4(color, 1.0); }