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Add antialiasing filters (FXAA, SSAA) (#13253)
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10 changed files with 230 additions and 17 deletions
116
client/shaders/fxaa/opengl_fragment.glsl
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116
client/shaders/fxaa/opengl_fragment.glsl
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#define rendered texture0
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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varying vec2 sampleNW;
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varying vec2 sampleNE;
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varying vec2 sampleSW;
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varying vec2 sampleSE;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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/**
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Basic FXAA implementation based on the code on geeks3d.com with the
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modification that the texture2DLod stuff was removed since it's
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unsupported by WebGL.
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--
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From:
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https://github.com/mitsuhiko/webgl-meincraft
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Copyright (c) 2011 by Armin Ronacher.
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Some rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the following
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disclaimer in the documentation and/or other materials provided
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with the distribution.
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* The names of the contributors may not be used to endorse or
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promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef FXAA_REDUCE_MIN
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
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#endif
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#ifndef FXAA_REDUCE_MUL
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#endif
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#ifndef FXAA_SPAN_MAX
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#define FXAA_SPAN_MAX 8.0
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#endif
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//optimized version for mobile, where dependent
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//texture reads can be a bottleneck
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vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
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vec2 v_rgbNW, vec2 v_rgbNE,
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vec2 v_rgbSW, vec2 v_rgbSE,
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vec2 v_rgbM) {
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vec4 color;
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vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
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vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
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vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
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vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
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vec4 texColor = texture2D(tex, v_rgbM);
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vec3 rgbM = texColor.xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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mediump vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture2D(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture2D(tex, fragCoord + dir * -0.5).xyz +
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texture2D(tex, fragCoord + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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color = vec4(rgbA, 1.0);
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else
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color = vec4(rgbB, 1.0);
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return color;
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}
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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gl_FragColor = fxaa(rendered, uv, texelSize0,
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sampleNW, sampleNE, sampleSW, sampleSE, uv);
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}
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27
client/shaders/fxaa/opengl_vertex.glsl
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client/shaders/fxaa/opengl_vertex.glsl
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uniform vec2 texelSize0;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec2 sampleNW;
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varying vec2 sampleNE;
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varying vec2 sampleSW;
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varying vec2 sampleSE;
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/*
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Based on
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https://github.com/mattdesl/glsl-fxaa/
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Portions Copyright (c) 2011 by Armin Ronacher.
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*/
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void main(void)
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{
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varTexCoord.st = inTexCoord0.st;
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sampleNW = varTexCoord.st + vec2(-1.0, -1.0) * texelSize0;
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sampleNE = varTexCoord.st + vec2(1.0, -1.0) * texelSize0;
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sampleSW = varTexCoord.st + vec2(-1.0, 1.0) * texelSize0;
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sampleSE = varTexCoord.st + vec2(1.0, 1.0) * texelSize0;
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gl_Position = inVertexPosition;
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}
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@ -8,6 +8,8 @@ struct ExposureParams {
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uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform vec2 texelSize0;
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uniform ExposureParams exposureParams;
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uniform lowp float bloomIntensity;
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uniform lowp float saturation;
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@ -80,7 +82,15 @@ vec3 applySaturation(vec3 color, float factor)
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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#ifdef ENABLE_SSAA
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vec4 color = vec4(0.);
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for (float dx = 1.; dx < SSAA_SCALE; dx += 2.)
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for (float dy = 1.; dy < SSAA_SCALE; dy += 2.)
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color += texture2D(rendered, uv + texelSize0 * vec2(dx, dy)).rgba;
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color /= SSAA_SCALE * SSAA_SCALE / 4.;
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#else
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vec4 color = texture2D(rendered, uv).rgba;
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#endif
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// translate to linear colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(2.2));
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