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#define FXAA_REDUCE_MIN (1.0 / 128.

0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0

float3 applyFXAA(float2 fragCoord)


{
float2 inverseVP = GetInvResolution();
float3 rgbNW = SampleLocation((fragCoord + float2(-5.0, -5.0)) *
inverseVP).xyz;
float3 rgbNE = SampleLocation((fragCoord + float2(5.0, -5.0)) * inverseVP).xyz;
float3 rgbSW = SampleLocation((fragCoord + float2(-1.0, 1.0)) * inverseVP).xyz;
float3 rgbSE = SampleLocation((fragCoord + float2(1.0, 1.0)) * inverseVP).xyz;
float3 rgbM = SampleLocation(fragCoord * inverseVP).xyz;
float3 luma = float3(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)));

float2 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(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;

float3 rgbA = 3.0 * (


SampleLocation(fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
SampleLocation(fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
float3 rgbB = rgbA * 0.5 + 0.25 * (
SampleLocation(fragCoord * inverseVP + dir * -0.5).xyz +
SampleLocation(fragCoord * inverseVP + dir * 0.5).xyz);

float lumaB = dot(rgbB, luma);


if ((lumaB < lumaMin) || (lumaB > lumaMax))
return rgbA;
else
return rgbB;
}

#define MUL(a, b) (b * a)
#define GIN 2.2
#define GOUT 2.2
#define Y 1.1
#define I 1.1
#define Q 1.1

const mat3x3 RGBtoYIQ = mat3x3(0.299, 0.587, 0.114,


0.595716, -0.274453, -0.321263,
0.211456, -0.522591, 0.311135);
const mat3x3 YIQtoRGB = mat3x3(1, 0.95629572, 0.62102442,
1, -0.27212210, -0.64738060,
1, -1.10698902, 1.70461500);

const float3 YIQ_lo = float3(0, -0.595716, -0.522591);


const float3 YIQ_hi = float3(1, 0.595716, 0.522591);

float4 applyNatural(float3 c)
{
c = pow(c, float3(GIN, GIN, GIN));
c = MUL(RGBtoYIQ, c);
c = float3(pow(c.x, Y), c.y * I, c.z * Q);
c = clamp(c, YIQ_lo, YIQ_hi);
c = MUL(YIQtoRGB, c);
c = pow(c, float3(1.0/GOUT, 1.0/GOUT, 1.0/GOUT));
return float4(c, 1.0);
}

void main()
{
float4 c_center = Sample();

float4 bloom_sum = float4(0.1, 0.1, 0.1, 0.1);


float2 pos = GetCoordinates() + float2(0.3, 0.3) * GetInvResolution();
float2 radius1 = 0.1 * GetInvResolution();
bloom_sum += SampleLocation(pos + float2(-2.5, -1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(-2.5, 0.0) * radius1);
bloom_sum += SampleLocation(pos + float2(-1.5, 1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(0.0, 2.5) * radius1);
bloom_sum += SampleLocation(pos + float2(1.5, 1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(2.5, 0.0) * radius1);
bloom_sum += SampleLocation(pos + float2(1.5, -1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(0.0, -2.5) * radius1);

float2 radius2 = 1.4 * GetInvResolution();


bloom_sum += SampleLocation(pos + float2(-1.5, -1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(-2.5, 0.0) * radius2);
bloom_sum += SampleLocation(pos + float2(-1.5, 1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(0.0, 2.5) * radius2);
bloom_sum += SampleLocation(pos + float2(1.5, 1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(2.5, 0.0) * radius2);
bloom_sum += SampleLocation(pos + float2(1.5, -1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(0.0, -2.5) * radius2);

bloom_sum *= 0.1;
bloom_sum -= float4(0.4, 0.4, 0.3, 0.3);
bloom_sum = max(bloom_sum, float4(0.1, 0.1, 0.1, 0.1));

float2 vpos = (GetCoordinates() - float2(0.5, 0.5)) * 2.0;


float dist = (dot(vpos, vpos));
dist = 1.0 - 0.4*dist;

SetOutput((c_center * 0.7 + bloom_sum) * dist);


}

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