committed by
Fernando Sahmkow
6 changed files with 194 additions and 35 deletions
-
2src/video_core/host_shaders/CMakeLists.txt
-
72src/video_core/host_shaders/fxaa.frag
-
40src/video_core/host_shaders/fxaa.vert
-
2src/video_core/renderer_opengl/gl_resource_manager.cpp
-
109src/video_core/renderer_opengl/renderer_opengl.cpp
-
4src/video_core/renderer_opengl/renderer_opengl.h
@ -0,0 +1,72 @@ |
|||||
|
// Adapted from |
||||
|
// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ |
||||
|
|
||||
|
#version 460 |
||||
|
|
||||
|
#ifdef VULKAN |
||||
|
|
||||
|
#define BINDING_COLOR_TEXTURE 1 |
||||
|
|
||||
|
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv |
||||
|
|
||||
|
#define BINDING_COLOR_TEXTURE 0 |
||||
|
|
||||
|
#endif |
||||
|
|
||||
|
layout (location = 0) in vec4 posPos; |
||||
|
|
||||
|
layout (location = 0) out vec4 frag_color; |
||||
|
|
||||
|
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; |
||||
|
|
||||
|
const float FXAA_SPAN_MAX = 8.0; |
||||
|
const float FXAA_REDUCE_MUL = 1.0 / 8.0; |
||||
|
const float FXAA_REDUCE_MIN = 1.0 / 128.0; |
||||
|
|
||||
|
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0) |
||||
|
#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o) |
||||
|
|
||||
|
vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) { |
||||
|
|
||||
|
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; |
||||
|
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz; |
||||
|
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz; |
||||
|
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz; |
||||
|
vec3 rgbM = FxaaTexLod0(tex, posPos.xy).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)) / textureSize(tex, 0); |
||||
|
/*--------------------------------------------------------*/ |
||||
|
vec3 rgbA = (1.0 / 2.0) * ( |
||||
|
FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz + |
||||
|
FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz); |
||||
|
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( |
||||
|
FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz + |
||||
|
FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz); |
||||
|
float lumaB = dot(rgbB, luma); |
||||
|
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; |
||||
|
return rgbB; |
||||
|
} |
||||
|
|
||||
|
void main() { |
||||
|
frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0); |
||||
|
} |
||||
@ -0,0 +1,40 @@ |
|||||
|
// Copyright 2019 yuzu Emulator Project |
||||
|
// Licensed under GPLv2 or any later version |
||||
|
// Refer to the license.txt file included. |
||||
|
|
||||
|
#version 460 |
||||
|
|
||||
|
out gl_PerVertex { |
||||
|
vec4 gl_Position; |
||||
|
}; |
||||
|
|
||||
|
const vec2 vertices[4] = |
||||
|
vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0)); |
||||
|
|
||||
|
layout (location = 0) out vec4 posPos; |
||||
|
|
||||
|
#ifdef VULKAN |
||||
|
|
||||
|
#define BINDING_COLOR_TEXTURE 1 |
||||
|
|
||||
|
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv |
||||
|
|
||||
|
#define BINDING_COLOR_TEXTURE 0 |
||||
|
|
||||
|
#endif |
||||
|
|
||||
|
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; |
||||
|
|
||||
|
const float FXAA_SUBPIX_SHIFT = 0; |
||||
|
|
||||
|
void main() { |
||||
|
#ifdef VULKAN |
||||
|
vec2 vertex = vertices[gl_VertexIndex]; |
||||
|
#else |
||||
|
vec2 vertex = vertices[gl_VertexID]; |
||||
|
#endif |
||||
|
gl_Position = vec4(vertex, 0.0, 1.0); |
||||
|
vec2 vert_tex_coord = (vertex + 1.0) / 2.0; |
||||
|
posPos.xy = vert_tex_coord; |
||||
|
posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0); |
||||
|
} |
||||
Write
Preview
Loading…
Cancel
Save
Reference in new issue