Change all the post processing shaders to the new system.

Removes the README.txt file in favour of a new wiki page I'm going to generate.
This commit is contained in:
Ryan Houdek
2014-07-29 12:08:57 -05:00
parent cced3b4a18
commit 32fe37d834
44 changed files with 206 additions and 479 deletions

View File

@ -12,26 +12,20 @@
// 0. You just DO WHAT THE FUCK YOU WANT TO.
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
float4 applyFXAA(float2 fragCoord)
{
vec4 color;
vec2 inverseVP = resolution.zw;
vec3 rgbNW = texture(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
vec3 rgbNE = texture(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
vec3 rgbSW = texture(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
vec3 rgbSE = texture(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
vec3 rgbM = texture(tex, fragCoord * inverseVP).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float4 color;
float2 inverseVP = GetInvResolution();
float3 rgbNW = SampleLocation((fragCoord + float2(-1.0, -1.0)) * inverseVP).xyz;
float3 rgbNE = SampleLocation((fragCoord + float2(1.0, -1.0)) * 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);
@ -39,8 +33,8 @@ vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
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;
float2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
@ -48,26 +42,26 @@ vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
(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 = min(float2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
vec3 rgbA = 0.5 * (
texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float3 rgbA = 0.5 * (
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))
color = vec4(rgbA, 1.0);
color = float4(rgbA, 1.0);
else
color = vec4(rgbB, 1.0);
color = float4(rgbB, 1.0);
return color;
}
void main()
{
ocol0 = applyFXAA(uv0 * resolution.xy, samp9);
SetOutput(applyFXAA(GetCoordinates() * GetResolution()));
}