Thank you guys!
converting the filter i noticed the deprecations are highlighted in green. XD
fxaa.glsl
#version 120
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
float width = bgl_RenderedTextureWidth;
float height = bgl_RenderedTextureHeight;
in vec4 bgl_TexCoord;
out vec4 fragColor;
float FXAA_SUBPIX_SHIFT = 1.0/4.0;
vec2 rcpFrame = vec2(1.0/width, 1.0/height);
vec4 posPos = vec4(bgl_TexCoord.xy,bgl_TexCoord.xy -(rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)));
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
/*---------------------------------------------------------*/
#define FXAA_REDUCE_MIN (1.0/128.0)
#define FXAA_REDUCE_MUL (1.0/8.0)
#define FXAA_SPAN_MAX 8.0
/*---------------------------------------------------------*/
vec3 rgbNW = texture2D(tex, posPos.zw, 0.0).xyz;
vec3 rgbNE = texture2D(tex, posPos.zw + vec2(1.0,0.0)*rcpFrame.xy, 0.0).xyz;
vec3 rgbSW = texture2D(tex, posPos.zw + vec2(0.0,1.0)*rcpFrame.xy, 0.0).xyz;
vec3 rgbSE = texture2D(tex, posPos.zw + vec2(1.0,1.0)*rcpFrame.xy, 0.0).xyz;
vec3 rgbM = texture2D(tex, posPos.xy,0.0).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)) * rcpFrame.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0/2.0) * (
texture2D(tex, posPos.xy + dir * (1.0/3.0 - 0.5),0.0).xyz +
texture2D(tex, posPos.xy + dir * (2.0/3.0 - 0.5),0.0).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(tex, posPos.xy + dir * (0.0/3.0 - 0.5),0.0).xyz +
texture2D(tex, posPos.xy + dir * (3.0/3.0 - 0.5),0.0).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB; }
vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
vec2 rcpFrame = vec2(1.0/width, 1.0/height);
c.rgb = FxaaPixelShader(posPos, tex, rcpFrame);
//c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
c.a = 1.0;
return c;
}
void main()
{
vec2 uv = bgl_TexCoord.xy;
fragColor = PostFX(bgl_RenderedTexture, uv);
}
I still don’t know how this filter works so that I can increase its effect.
I’m having to stack multiple passes to make it noticeable.