Change MSAA to FXAA

This commit is contained in:
xkamikoo 2021-02-19 19:43:55 +01:00
parent 5db9e1b196
commit a64b9198d7
2 changed files with 57 additions and 7 deletions

View File

@ -5,11 +5,61 @@ in vec2 vTexCoords;
uniform sampler2D scene;
uniform sampler2D bloomBlur;
uniform vec2 screenSize;
//
float FXAA_SPAN_MAX = 100.0f;
//sila dzialania
float FXAA_REDUCE_MUL = 1.0f/8.0f;
//minimalna sila dzialania
float FXAA_REDUCE_MIN = 1.0f/128.0f;
vec3 fastAA()
{
vec2 screenTextureOffset = screenSize;
vec3 luma = vec3(0.299f, 0.587f, 0.114f);
vec3 offsetNW = texture(scene, vTexCoords.xy + (vec2(-1.0f, -1.0f) * screenTextureOffset)).xyz;
vec3 offsetNE = texture(scene, vTexCoords.xy + (vec2(1.0f, -1.0f) * screenTextureOffset)).xyz;
vec3 offsetSW = texture(scene, vTexCoords.xy + (vec2(-1.0f, 1.0f) * screenTextureOffset)).xyz;
vec3 offsetSE = texture(scene, vTexCoords.xy + (vec2(1.0f, 1.0f) * screenTextureOffset)).xyz;
vec3 offsetM = texture(scene, vTexCoords.xy).xyz;
float lumaNW = dot(luma, offsetNW);
float lumaNE = dot(luma, offsetNE);
float lumaSW = dot(luma, offsetSW);
float lumaSE = dot(luma, offsetSE);
float lumaM = dot(luma, offsetNW);
vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)),
((lumaNW + lumaSW) - (lumaNE + lumaSE)));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (FXAA_REDUCE_MUL * 0.25f), FXAA_REDUCE_MIN);
float dirCorrection = 1.0f / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX), dir * dirCorrection)) * screenTextureOffset;
vec3 resultA = 0.5f * (texture(scene, vTexCoords.xy + (dir * vec2(1.0f / 3.0f - 0.5f))).xyz +
texture(scene, vTexCoords.xy + (dir * vec2(2.0f / 3.0f - 0.5f))).xyz);
vec3 resultB = resultA * 0.5f + 0.25f * (texture(scene, vTexCoords.xy + (dir * vec2(0.0f / 3.0f - 0.5f))).xyz +
texture(scene, vTexCoords.xy + (dir * vec2(3.0f / 3.0f - 0.5f))).xyz);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
float lumaResultB = dot(luma, resultB);
if(lumaResultB < lumaMin || lumaResultB > lumaMax)
return vec3(resultA);
else
return vec3(resultB);
}
void main()
{
const float gamma = 0.8;
vec3 hdrColor = texture(scene, vTexCoords).rgb;
vec3 hdrColor = fastAA(); //texture(scene, vTexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
hdrColor += bloomColor;
vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);

View File

@ -567,6 +567,8 @@ void renderScene()
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix(0.01f, 1000.0f, frustumScale);
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
double delta = time - lastTime;
lastTime = time;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -635,9 +637,6 @@ void renderScene()
glUseProgram(programParticle);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
double delta = time - lastTime;
lastTime = time;
glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
int newparticles = 0;
@ -962,6 +961,7 @@ void init()
glUseProgram(programBloom);
glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
glUniform2f(glGetUniformLocation(programBloom, "screenSize"), 1.0f / SCR_WIDTH, 1.0f / SCR_HEIGHT);
glUseProgram(0);
@ -1034,9 +1034,9 @@ int main(int argc, char** argv)
SCR_WIDTH = screenWidth; SCR_HEIGHT = screenHeight;
glutInit(&argc, argv);
glutSetOption(GLUT_MULTISAMPLE, 8);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
glEnable(GL_MULTISAMPLE);
//glutSetOption(GLUT_MULTISAMPLE, 8);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
//glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glutInitWindowPosition(0, 0);