post processing, FXAA and MSAA 2x-8x

This commit is contained in:
Halbear 2026-06-11 16:16:41 +01:00
parent fa266ee48d
commit 8ce30cae83
46 changed files with 1749 additions and 350 deletions

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@ -0,0 +1,55 @@
#version 450
layout(constant_id = 0) const int USE_AA = 0;
const float GAMMA_CONST = 0.4545;
const float SPAN_MAX = 8.0;
const float REDUCE_MIN = 1.0/128.0;
const float REDUCE_MUL = 1.0/32.0;
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out vec4 outFragColor;
layout(set = 0, binding = 0) uniform sampler2DMS inputTexture;
layout(set = 1, binding = 0) uniform ScreenSize{
vec2 size;
} screenSize;
vec4 gamma(vec4 color){
return color = vec4(pow(color.rgb,vec3(GAMMA_CONST)),color.a);
}
vec4 msaa(int sampleCount, sampler2DMS textureIn,vec2 TextCoord){
ivec2 pixelCoords = ivec2(TextCoord * textureSize(textureIn));
vec4 colorSum = vec4(0.0);
for(int i = 0; i < sampleCount; ++i) {
vec4 sampleColor = texelFetch(textureIn, pixelCoords, i);
sampleColor.rgb = sampleColor.rgb / (sampleColor.rgb + vec3(1.0));
colorSum += sampleColor;
}
return colorSum / float(sampleCount);
}
void main(){
ivec2 pixelCoords = ivec2(inTextCoord * textureSize(inputTexture));
if(USE_AA == 0){
outFragColor = texelFetch(inputTexture,pixelCoords,0);
}
if(USE_AA == 1){
outFragColor = texelFetch(inputTexture,pixelCoords,0);
}
if(USE_AA == 2){
outFragColor = msaa(2,inputTexture,inTextCoord);
}
if(USE_AA == 3){
outFragColor = msaa(4,inputTexture,inTextCoord);
}
if(USE_AA == 4){
outFragColor = msaa(8,inputTexture,inTextCoord);
}
outFragColor = gamma(outFragColor);
}

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#version 450
layout(constant_id = 0) const int USE_AA = 0;
const float GAMMA_CONST = 0.4545;
const float SPAN_MAX = 8.0;
const float REDUCE_MIN = 1.0/128.0;
const float REDUCE_MUL = 1.0/32.0;
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out vec4 outFragColor;
layout(set = 0, binding = 0) uniform sampler2D inputTexture;
layout(set = 1, binding = 0) uniform ScreenSize{
vec2 size;
} screenSize;
vec4 gamma(vec4 color){
return color = vec4(pow(color.rgb,vec3(GAMMA_CONST)),color.a);
}
// Sourced from: https://mini.gmshaders.com/p/gm-shaders-mini-fxaa
vec4 fxaa(sampler2D tex, vec2 uv) {
vec2 u_texel = 1.0 / screenSize.size;
//Sample center and 4 corners
vec3 rgbCC = texture(tex, uv).rgb;
vec3 rgb00 = texture(tex, uv+vec2(-0.5,-0.5)*u_texel).rgb;
vec3 rgb10 = texture(tex, uv+vec2(+0.5,-0.5)*u_texel).rgb;
vec3 rgb01 = texture(tex, uv+vec2(-0.5,+0.5)*u_texel).rgb;
vec3 rgb11 = texture(tex, uv+vec2(+0.5,+0.5)*u_texel).rgb;
//Luma coefficients
const vec3 luma = vec3(0.299, 0.587, 0.114);
//Get luma from the 5 samples
float lumaCC = dot(rgbCC, luma);
float luma00 = dot(rgb00, luma);
float luma10 = dot(rgb10, luma);
float luma01 = dot(rgb01, luma);
float luma11 = dot(rgb11, luma);
//Compute gradient from luma values
vec2 dir = vec2((luma01 + luma11) - (luma00 + luma10), (luma00 + luma01) - (luma10 + luma11));
//Diminish dir length based on total luma
float dirReduce = max((luma00 + luma10 + luma01 + luma11) * REDUCE_MUL, REDUCE_MIN);
//Divide dir by the distance to nearest edge plus dirReduce
float rcpDir = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
//Multiply by reciprocal and limit to pixel span
dir = clamp(dir * rcpDir, -SPAN_MAX, SPAN_MAX) * u_texel.xy;
//Average middle texels along dir line
vec4 A = 0.5 * (
texture(tex, uv - dir * (1.0/6.0)) +
texture(tex, uv + dir * (1.0/6.0)));
//Average with outer texels along dir line
vec4 B = A * 0.5 + 0.25 * (
texture(tex, uv - dir * (0.5)) +
texture(tex, uv + dir * (0.5)));
//Get lowest and highest luma values
float lumaMin = min(lumaCC, min(min(luma00, luma10), min(luma01, luma11)));
float lumaMax = max(lumaCC, max(max(luma00, luma10), max(luma01, luma11)));
//Get average luma
float lumaB = dot(B.rgb, luma);
//If the average is outside the luma range, using the middle average
return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? A : B;
}
void main(){
if(USE_AA == 1){
outFragColor = fxaa(inputTexture, inTextCoord);
outFragColor = gamma(outFragColor);
return;
}
if(USE_AA == 2){
}
if(USE_AA == 3){
}
if(USE_AA == 4){
}
outFragColor = gamma(texture(inputTexture,inTextCoord));
}

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#version 450
layout(location = 0 ) out vec2 outTextCoord;
void main()
{
outTextCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outTextCoord.x * 2.0f - 1.0f, outTextCoord.y * -2.0f + 1.0f,0.0f,1.0f);
}

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@ -1,6 +1,6 @@
#version 450
const int MAX_TEXTURES = 100;
const int MAX_TEXTURES = 500;
layout(location = 0) in vec2 inTextCoords;
layout(location = 0) out vec4 outFragColor;
@ -26,7 +26,9 @@ void main()
{
Material material = matUniform.materials[push_constants.materialIdx];
if(material.hasTexture == 1){
outFragColor = texture(textSampler[material.textureIdx],inTextCoords);
vec4 texColor = texture(textSampler[material.textureIdx],inTextCoords);
if(texColor.a < 0.1){discard;}
outFragColor = texColor;
} else{
outFragColor = material.diffuseColor;
}

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#version 450
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out vec4 outFragColor;
layout(set = 0, binding = 0) uniform sampler2D albedoSampler;
void main() {
vec3 albedo = texture(albedoSampler, inTextCoord).rgb;
outFragColor = vec4(albedo,1.0);
}

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#version 450
layout(location = 0) out vec2 outTextCoord;
void main() {
outTextCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outTextCoord.x * 2.0f - 1.0f, outTextCoord.y * -2.0f + 1.0f,0.0f,1.0f);
}

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