Files
QuaternionEngine/shaders/fxaa.frag
2025-12-05 19:18:16 +09:00

53 lines
1.3 KiB
GLSL

#version 450
layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D uColor;
layout(push_constant) uniform Push
{
float inverse_width;
float inverse_height;
float edge_threshold;
float edge_threshold_min;
} pc;
float luma(vec3 c)
{
return dot(c, vec3(0.299, 0.587, 0.114));
}
void main()
{
vec2 texel = vec2(pc.inverse_width, pc.inverse_height);
vec3 cM = texture(uColor, inUV).rgb;
vec3 cN = texture(uColor, inUV + vec2(0.0, texel.y)).rgb;
vec3 cS = texture(uColor, inUV + vec2(0.0, -texel.y)).rgb;
vec3 cE = texture(uColor, inUV + vec2( texel.x, 0.0)).rgb;
vec3 cW = texture(uColor, inUV + vec2(-texel.x, 0.0)).rgb;
float lM = luma(cM);
float lN = luma(cN);
float lS = luma(cS);
float lE = luma(cE);
float lW = luma(cW);
float lMin = min(lM, min(min(lN, lS), min(lE, lW)));
float lMax = max(lM, max(max(lN, lS), max(lE, lW)));
float lRange = lMax - lMin;
float threshold = max(pc.edge_threshold_min, pc.edge_threshold * lMax);
if (lRange < threshold)
{
outColor = vec4(cM, 1.0);
return;
}
// Simple 5-tap cross blur when we detect an edge.
vec3 avg = (cM + cN + cS + cE + cW) * 0.2;
outColor = vec4(avg, 1.0);
}