veloren/assets/voxygen/shaders/antialias/fxupscale.glsl
2022-10-27 01:15:20 +01:00

25 lines
911 B
GLSL

#include <fxaa.glsl>
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution);
vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy;
vec4 closest = vec4(1000);
float closest_dist = 1000.0;
ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1), /*ivec2(-1, -1), ivec2(-1, 1), ivec2(1, -1), ivec2(1, 1)*/ };
for (uint i = 0u; i < dirs.length(); i ++) {
vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0);
float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1));
if (dist < closest_dist) {
closest = col_at;
closest_dist = dist;
}
}
return mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist), 0, 1));
}