#version 330 core in vec2 texcoords; uniform vec4 u_texbounds; uniform sampler2D u_texture; uniform vec2 u_resolution; uniform float u_amount; uniform float u_time; uniform vec2 u_mouse; out vec4 fragColor; #define FXAA_REDUCE_MIN (1.0/128.0) #define FXAA_REDUCE_MUL (1.0/8.0) #define FXAA_SPAN_MAX 8.0 void main() { vec2 uv = (texcoords - u_texbounds.xy) / u_texbounds.zw; vec2 res = 1. / u_resolution; vec3 rgbNW = texture( u_texture, ( uv.xy + vec2( -1.0, -1.0 ) * res ) ).xyz; vec3 rgbNE = texture( u_texture, ( uv.xy + vec2( 1.0, -1.0 ) * res ) ).xyz; vec3 rgbSW = texture( u_texture, ( uv.xy + vec2( -1.0, 1.0 ) * res ) ).xyz; vec3 rgbSE = texture( u_texture, ( uv.xy + vec2( 1.0, 1.0 ) * res ) ).xyz; vec4 rgbaM = texture( u_texture, uv.xy * res ); vec3 rgbM = rgbaM.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)) * res; vec4 rgbA = (1.0/2.0) * ( texture(u_texture, uv.xy + dir * (1.0/3.0 - 0.5)) + texture(u_texture, uv.xy + dir * (2.0/3.0 - 0.5))); vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture(u_texture, uv.xy + dir * (0.0/3.0 - 0.5)) + texture(u_texture, uv.xy + dir * (3.0/3.0 - 0.5))); float lumaB = dot(rgbB, vec4(luma, 0.0)); if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) { fragColor = rgbA; } else { fragColor = rgbB; } //fragColor = vec4( texture( u_texture,uv ).xyz, 1. ); }