#version 110 uniform sampler2D uniform_texture; uniform vec2 inv_tex_size; varying vec2 tex_coord; void main() { vec3 rgbNW = texture2D(uniform_texture, tex_coord + vec2(-1.0, -1.0) * inv_tex_size).rgb; vec3 rgbNE = texture2D(uniform_texture, tex_coord + vec2(1.0, -1.0) * inv_tex_size).rgb; vec3 rgbSW = texture2D(uniform_texture, tex_coord + vec2(-1.0, 1.0) * inv_tex_size).rgb; vec3 rgbSE = texture2D(uniform_texture, tex_coord + vec2(1.0, 1.0) * inv_tex_size).rgb; vec3 rgbM = texture2D(uniform_texture, tex_coord).rgb; vec3 luma_coeff = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma_coeff); float lumaNE = dot(rgbNE, luma_coeff); float lumaSW = dot(rgbSW, luma_coeff); float lumaSE = dot(rgbSE, luma_coeff); float lumaM = dot(rgbM, luma_coeff); 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)); const float FXAA_REDUCE_MIN = 1.0 / 128.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_SPAN_MAX = 8.0; 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), max(vec2(-FXAA_SPAN_MAX), dir * rcpDirMin)) * inv_tex_size; vec3 rgbA = 0.5 * ( texture2D(uniform_texture, tex_coord + dir * (1.0 / 3.0 - 0.5)).rgb + texture2D(uniform_texture, tex_coord + dir * (2.0 / 3.0 - 0.5)).rgb ); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(uniform_texture, tex_coord + dir * -0.5).rgb + texture2D(uniform_texture, tex_coord + dir * 0.5).rgb ); float lumaB = dot(rgbB, luma_coeff); gl_FragColor = (lumaB < lumaMin || lumaB > lumaMax) ? vec4(rgbA, 1.0) : vec4(rgbB, 1.0); }