Difference between revisions of "Shading Technique - FXAA"
From Horde3D Wiki
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== The Shader == | == The Shader == | ||
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[[FX]] | [[FX]] | ||
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} | } | ||
} | } | ||
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== The Material == | == The Material == | ||
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<Material> | <Material> | ||
<Shader source="fxaa.shader"/> | <Shader source="fxaa.shader"/> | ||
</Material> | </Material> | ||
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Basically, the normal geometry is rendered to a new buffer instead of straight to the screen. Afterwards, the new FXAA shader works over this buffer and renders to screen. | Basically, the normal geometry is rendered to a new buffer instead of straight to the screen. Afterwards, the new FXAA shader works over this buffer and renders to screen. | ||
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<Pipeline> | <Pipeline> | ||
<Setup> | <Setup> | ||
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</CommandQueue> | </CommandQueue> | ||
</Pipeline> | </Pipeline> | ||
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}} | }} | ||
Latest revision as of 23:31, 1 January 2012
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It has been created by worstplayer. The Shader
[[FX]]
// Samplers
sampler2D buf0 = sampler_state {
Address = Clamp;
Filter = None;
};
context FXAA {
VertexShader = compile GLSL VS_FSQUAD;
PixelShader = compile GLSL FS_FXAA;
}
[[VS_FSQUAD]]
uniform mat4 projMat;
attribute vec3 vertPos;
varying vec2 texCoords;
void main(void) {
texCoords = vertPos.xy;
gl_Position = projMat * vec4( vertPos, 1 );
}
[[FS_FXAA]]
uniform sampler2D buf0;
uniform vec2 frameBufSize;
varying vec2 texCoords;
void main( void ) {
//gl_FragColor.xyz = texture2D(buf0,texCoords).xyz;
//return;
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = 1.0/128.0;
vec3 rgbNW=texture2D(buf0,texCoords+(vec2(-1.0,-1.0)/frameBufSize)).xyz;
vec3 rgbNE=texture2D(buf0,texCoords+(vec2(1.0,-1.0)/frameBufSize)).xyz;
vec3 rgbSW=texture2D(buf0,texCoords+(vec2(-1.0,1.0)/frameBufSize)).xyz;
vec3 rgbSE=texture2D(buf0,texCoords+(vec2(1.0,1.0)/frameBufSize)).xyz;
vec3 rgbM=texture2D(buf0,texCoords).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)) / frameBufSize;
vec3 rgbA = (1.0/2.0) * (
texture2D(buf0, texCoords.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture2D(buf0, texCoords.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(buf0, texCoords.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture2D(buf0, texCoords.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
gl_FragColor.xyz=rgbA;
}else{
gl_FragColor.xyz=rgbB;
}
}
The Material
<Material>
<Shader source="fxaa.shader"/>
</Material>
The pipelineBasically, the normal geometry is rendered to a new buffer instead of straight to the screen. Afterwards, the new FXAA shader works over this buffer and renders to screen.
<Pipeline>
<Setup>
<RenderTarget id="FINALIMAGE" depthBuf="true" numColBufs="1" format="RGBA16F" scale="1.0" maxSamples="0" />
</Setup>
<CommandQueue>
<Stage id="Ambient">
<SwitchTarget target="FINALIMAGE" />
<ClearTarget depthBuf="true" colBuf0="true" />
<DrawGeometry context="AMBIENT" class="~Translucent" />
</Stage>
<Stage id="Lighting">
<DoForwardLightLoop class="~Translucent" />
</Stage>
<Stage id="Translucent">
<DrawGeometry context="TRANSLUCENT" class="Translucent" />
</Stage>
<!-- -->
<Stage id="FXAA">
<SwitchTarget target="" />
<BindBuffer sampler="buf0" sourceRT="FINALIMAGE" bufIndex="0" />
<DrawQuad material="fxaa.material.xml" context="FXAA" />
<UnbindBuffers />
</Stage>
<!-- -->
<Stage id="Overlays">
<DrawOverlays context="OVERLAY" />
</Stage>
</CommandQueue>
</Pipeline>
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