#version 330 core out vec4 FragColor; 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 = 0.7f; vec3 hdrColor = fastAA(); //texture(scene, vTexCoords).rgb; vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb; hdrColor += bloomColor; vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f); result = pow(result, vec3(1.0 / gamma)); FragColor = vec4(result, 1.0); }