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April 11, 2025 23:23
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FXAA shader, gamemaker-ified
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| /** | |
| Basic FXAA implementation based on the code on geeks3d.com with the | |
| modification that the texture2DLod stuff was removed since it's | |
| unsupported by WebGL. | |
| GameMaker-ized by dragonitespam. | |
| -- | |
| From: | |
| https://github.com/mitsuhiko/webgl-meincraft | |
| https://github.com/mattdesl/glsl-fxaa | |
| Copyright (c) 2011 by Armin Ronacher. | |
| Some rights reserved. | |
| Redistribution and use in source and binary forms, with or without | |
| modification, are permitted provided that the following conditions are | |
| met: | |
| * Redistributions of source code must retain the above copyright | |
| notice, this list of conditions and the following disclaimer. | |
| * Redistributions in binary form must reproduce the above | |
| copyright notice, this list of conditions and the following | |
| disclaimer in the documentation and/or other materials provided | |
| with the distribution. | |
| * The names of the contributors may not be used to endorse or | |
| promote products derived from this software without specific | |
| prior written permission. | |
| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
| "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
| LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | |
| A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | |
| OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
| SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | |
| LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | |
| DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | |
| THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| */ | |
| #define FXAA_REDUCE_MIN (1.0/ 128.0) | |
| #define FXAA_REDUCE_MUL (1.0 / 8.0) | |
| varying vec2 v_vTexcoord; | |
| uniform vec2 u_resolution; | |
| uniform float u_strength; | |
| void texcoords(vec2 fragCoord, vec2 resolution, | |
| out vec2 v_rgbNW, out vec2 v_rgbNE, | |
| out vec2 v_rgbSW, out vec2 v_rgbSE, | |
| out vec2 v_rgbM) { | |
| vec2 inverseVP = 1.0 / resolution.xy; | |
| v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; | |
| v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; | |
| v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; | |
| v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; | |
| v_rgbM = vec2(fragCoord * inverseVP); | |
| } | |
| void main() { | |
| vec2 fragCoord = v_vTexcoord * u_resolution; | |
| mediump vec2 v_rgbNW; | |
| mediump vec2 v_rgbNE; | |
| mediump vec2 v_rgbSW; | |
| mediump vec2 v_rgbSE; | |
| mediump vec2 v_rgbM; | |
| texcoords(fragCoord, u_resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); | |
| //gl_FragColor = fxaa(gm_BaseTexture, fragCoord, u_resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM) | |
| vec4 color; | |
| mediump vec2 inverseVP = vec2(1.0 / u_resolution.x, 1.0 / u_resolution.y); | |
| vec3 rgbNW = texture2D(gm_BaseTexture, v_rgbNW).xyz; | |
| vec3 rgbNE = texture2D(gm_BaseTexture, v_rgbNE).xyz; | |
| vec3 rgbSW = texture2D(gm_BaseTexture, v_rgbSW).xyz; | |
| vec3 rgbSE = texture2D(gm_BaseTexture, v_rgbSE).xyz; | |
| vec4 texColor = texture2D(gm_BaseTexture, v_rgbM); | |
| vec3 rgbM = texColor.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))); | |
| mediump 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(u_strength, u_strength), | |
| max(vec2(-u_strength, -u_strength), | |
| dir * rcpDirMin)) * inverseVP; | |
| vec3 rgbA = 0.5 * ( | |
| texture2D(gm_BaseTexture, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + | |
| texture2D(gm_BaseTexture, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); | |
| vec3 rgbB = rgbA * 0.5 + 0.25 * ( | |
| texture2D(gm_BaseTexture, fragCoord * inverseVP + dir * -0.5).xyz + | |
| texture2D(gm_BaseTexture, fragCoord * inverseVP + dir * 0.5).xyz); | |
| float lumaB = dot(rgbB, luma); | |
| if ((lumaB < lumaMin) || (lumaB > lumaMax)) | |
| color = vec4(rgbA, texColor.a); | |
| else | |
| color = vec4(rgbB, texColor.a); | |
| gl_FragColor = color; | |
| } |
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