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authorMarshall Mohror <mohror64@gmail.com>2021-10-21 01:36:06 +0200
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-16 22:11:32 +0100
commit48cf3764626e1ed30450d15e00befb75a4eae329 (patch)
treed05aa128a7b07349ceb09ebbf515682036fbea9c /src/video_core/host_shaders
parentFrontend: Add anti-aliasing method setting (diff)
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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
convert_depth_to_float.frag
convert_float_to_depth.frag
full_screen_triangle.vert
+ fxaa.frag
+ fxaa.vert
opengl_copy_bc4.comp
opengl_present.frag
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 @@
+// Adapted from
+// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
+
+#version 460
+
+#ifdef VULKAN
+
+#define BINDING_COLOR_TEXTURE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#define BINDING_COLOR_TEXTURE 0
+
+#endif
+
+layout (location = 0) in vec4 posPos;
+
+layout (location = 0) out vec4 frag_color;
+
+layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
+
+const float FXAA_SPAN_MAX = 8.0;
+const float FXAA_REDUCE_MUL = 1.0 / 8.0;
+const float FXAA_REDUCE_MIN = 1.0 / 128.0;
+
+#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
+#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
+
+vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
+
+ vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
+ vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
+ vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
+ vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
+ vec3 rgbM = FxaaTexLod0(tex, posPos.xy).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)));
+/*---------------------------------------------------------*/
+ 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( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
+ max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
+ dir * rcpDirMin)) / textureSize(tex, 0);
+/*--------------------------------------------------------*/
+ vec3 rgbA = (1.0 / 2.0) * (
+ FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
+ FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
+ vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
+ FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
+ FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
+ float lumaB = dot(rgbB, luma);
+ if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
+ return rgbB;
+}
+
+void main() {
+ frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
+}
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 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#version 460
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+const vec2 vertices[4] =
+ vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
+
+layout (location = 0) out vec4 posPos;
+
+#ifdef VULKAN
+
+#define BINDING_COLOR_TEXTURE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#define BINDING_COLOR_TEXTURE 0
+
+#endif
+
+layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
+
+const float FXAA_SUBPIX_SHIFT = 0;
+
+void main() {
+#ifdef VULKAN
+ vec2 vertex = vertices[gl_VertexIndex];
+#else
+ vec2 vertex = vertices[gl_VertexID];
+#endif
+ gl_Position = vec4(vertex, 0.0, 1.0);
+ vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
+ posPos.xy = vert_tex_coord;
+ posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
+}