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authorGravatar Marshall Mohror2021-10-20 18:36:06 -0500
committerGravatar Fernando Sahmkow2021-11-16 22:11:32 +0100
commit48cf3764626e1ed30450d15e00befb75a4eae329 (patch)
treed05aa128a7b07349ceb09ebbf515682036fbea9c /src/video_core/host_shaders
parentFrontend: Add anti-aliasing method setting (diff)
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OpenGL: Implement FXAA
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt2
-rw-r--r--src/video_core/host_shaders/fxaa.frag72
-rw-r--r--src/video_core/host_shaders/fxaa.vert40
3 files changed, 114 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index b0e15773c..6b5ea649a 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -13,6 +13,8 @@ set(SHADER_FILES
13 convert_depth_to_float.frag 13 convert_depth_to_float.frag
14 convert_float_to_depth.frag 14 convert_float_to_depth.frag
15 full_screen_triangle.vert 15 full_screen_triangle.vert
16 fxaa.frag
17 fxaa.vert
16 opengl_copy_bc4.comp 18 opengl_copy_bc4.comp
17 opengl_present.frag 19 opengl_present.frag
18 opengl_present.vert 20 opengl_present.vert
diff --git a/src/video_core/host_shaders/fxaa.frag b/src/video_core/host_shaders/fxaa.frag
new file mode 100644
index 000000000..23f910d4c
--- /dev/null
+++ b/src/video_core/host_shaders/fxaa.frag
@@ -0,0 +1,72 @@
1// Adapted from
2// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
3
4#version 460
5
6#ifdef VULKAN
7
8#define BINDING_COLOR_TEXTURE 1
9
10#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
11
12#define BINDING_COLOR_TEXTURE 0
13
14#endif
15
16layout (location = 0) in vec4 posPos;
17
18layout (location = 0) out vec4 frag_color;
19
20layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
21
22const float FXAA_SPAN_MAX = 8.0;
23const float FXAA_REDUCE_MUL = 1.0 / 8.0;
24const float FXAA_REDUCE_MIN = 1.0 / 128.0;
25
26#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
27#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
28
29vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
30
31 vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
32 vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
33 vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
34 vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
35 vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
36/*---------------------------------------------------------*/
37 vec3 luma = vec3(0.299, 0.587, 0.114);
38 float lumaNW = dot(rgbNW, luma);
39 float lumaNE = dot(rgbNE, luma);
40 float lumaSW = dot(rgbSW, luma);
41 float lumaSE = dot(rgbSE, luma);
42 float lumaM = dot(rgbM, luma);
43/*---------------------------------------------------------*/
44 float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
45 float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
46/*---------------------------------------------------------*/
47 vec2 dir;
48 dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
49 dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
50/*---------------------------------------------------------*/
51 float dirReduce = max(
52 (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
53 FXAA_REDUCE_MIN);
54 float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
55 dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
56 max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
57 dir * rcpDirMin)) / textureSize(tex, 0);
58/*--------------------------------------------------------*/
59 vec3 rgbA = (1.0 / 2.0) * (
60 FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
61 FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
62 vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
63 FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
64 FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
65 float lumaB = dot(rgbB, luma);
66 if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
67 return rgbB;
68}
69
70void main() {
71 frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
72}
diff --git a/src/video_core/host_shaders/fxaa.vert b/src/video_core/host_shaders/fxaa.vert
new file mode 100644
index 000000000..715fce462
--- /dev/null
+++ b/src/video_core/host_shaders/fxaa.vert
@@ -0,0 +1,40 @@
1// Copyright 2019 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#version 460
6
7out gl_PerVertex {
8 vec4 gl_Position;
9};
10
11const vec2 vertices[4] =
12 vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
13
14layout (location = 0) out vec4 posPos;
15
16#ifdef VULKAN
17
18#define BINDING_COLOR_TEXTURE 1
19
20#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
21
22#define BINDING_COLOR_TEXTURE 0
23
24#endif
25
26layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
27
28const float FXAA_SUBPIX_SHIFT = 0;
29
30void main() {
31#ifdef VULKAN
32 vec2 vertex = vertices[gl_VertexIndex];
33#else
34 vec2 vertex = vertices[gl_VertexID];
35#endif
36 gl_Position = vec4(vertex, 0.0, 1.0);
37 vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
38 posPos.xy = vert_tex_coord;
39 posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
40}