Shading Technique - FXAA
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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> |