Kelsidavis-WoWee/assets/shaders/fxaa.frag.glsl
Kelsi acf99354b3 feat: add ghost mode grayscale screen effect
- FXAA path: repurpose _pad field as 'desaturate' push constant; when
  ghostMode_ is true, convert final pixel to grayscale with slight cool
  blue tint using luma(0.299,0.587,0.114) mix
- Non-FXAA path: apply a high-opacity gray overlay (rgba 0.5,0.5,0.55,0.82)
  over the scene for a washed-out look
- Both parallel (SEC_POST) and single-threaded render paths covered
- ghostMode_ flag set each frame from gameHandler->isPlayerGhost()
2026-03-13 00:59:36 -07:00

155 lines
5.9 KiB
GLSL

#version 450
// FXAA 3.11 — Fast Approximate Anti-Aliasing post-process pass.
// Reads the resolved scene color and outputs a smoothed result.
// Push constant: rcpFrame = vec2(1/width, 1/height), sharpness (0=off, 2=max), desaturate (1=ghost grayscale).
layout(set = 0, binding = 0) uniform sampler2D uScene;
layout(location = 0) in vec2 TexCoord;
layout(location = 0) out vec4 outColor;
layout(push_constant) uniform PC {
vec2 rcpFrame;
float sharpness; // 0 = no sharpen, 2 = max (matches FSR2 RCAS range)
float desaturate; // 1 = full grayscale (ghost mode), 0 = normal color
} pc;
// Quality tuning
#define FXAA_EDGE_THRESHOLD (1.0/8.0) // minimum edge contrast to process
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) // ignore very dark regions
#define FXAA_SEARCH_STEPS 12
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX 0.75
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
#define FXAA_SUBPIX_CAP (3.0/4.0)
float luma(vec3 c) {
return dot(c, vec3(0.299, 0.587, 0.114));
}
void main() {
vec2 uv = TexCoord;
vec2 rcp = pc.rcpFrame;
// --- Centre and cardinal neighbours ---
vec3 rgbM = texture(uScene, uv).rgb;
vec3 rgbN = texture(uScene, uv + vec2( 0.0, -1.0) * rcp).rgb;
vec3 rgbS = texture(uScene, uv + vec2( 0.0, 1.0) * rcp).rgb;
vec3 rgbE = texture(uScene, uv + vec2( 1.0, 0.0) * rcp).rgb;
vec3 rgbW = texture(uScene, uv + vec2(-1.0, 0.0) * rcp).rgb;
float lumaN = luma(rgbN);
float lumaS = luma(rgbS);
float lumaE = luma(rgbE);
float lumaW = luma(rgbW);
float lumaM = luma(rgbM);
float lumaMin = min(lumaM, min(min(lumaN, lumaS), min(lumaE, lumaW)));
float lumaMax = max(lumaM, max(max(lumaN, lumaS), max(lumaE, lumaW)));
float range = lumaMax - lumaMin;
// Early exit on smooth regions
if (range < max(FXAA_EDGE_THRESHOLD_MIN, lumaMax * FXAA_EDGE_THRESHOLD)) {
outColor = vec4(rgbM, 1.0);
return;
}
// --- Diagonal neighbours ---
vec3 rgbNW = texture(uScene, uv + vec2(-1.0, -1.0) * rcp).rgb;
vec3 rgbNE = texture(uScene, uv + vec2( 1.0, -1.0) * rcp).rgb;
vec3 rgbSW = texture(uScene, uv + vec2(-1.0, 1.0) * rcp).rgb;
vec3 rgbSE = texture(uScene, uv + vec2( 1.0, 1.0) * rcp).rgb;
float lumaNW = luma(rgbNW);
float lumaNE = luma(rgbNE);
float lumaSW = luma(rgbSW);
float lumaSE = luma(rgbSE);
// --- Sub-pixel blend factor ---
float lumaL = (lumaN + lumaS + lumaE + lumaW) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL) * FXAA_SUBPIX;
// --- Edge orientation (horizontal vs. vertical) ---
float edgeHorz =
abs(-2.0*lumaW + lumaNW + lumaSW)
+ 2.0*abs(-2.0*lumaM + lumaN + lumaS)
+ abs(-2.0*lumaE + lumaNE + lumaSE);
float edgeVert =
abs(-2.0*lumaS + lumaSW + lumaSE)
+ 2.0*abs(-2.0*lumaM + lumaW + lumaE)
+ abs(-2.0*lumaN + lumaNW + lumaNE);
bool horzSpan = (edgeHorz >= edgeVert);
float lengthSign = horzSpan ? rcp.y : rcp.x;
float luma1 = horzSpan ? lumaN : lumaW;
float luma2 = horzSpan ? lumaS : lumaE;
float grad1 = abs(luma1 - lumaM);
float grad2 = abs(luma2 - lumaM);
lengthSign = (grad1 >= grad2) ? -lengthSign : lengthSign;
// --- Edge search ---
vec2 posB = uv;
vec2 offNP = horzSpan ? vec2(rcp.x, 0.0) : vec2(0.0, rcp.y);
if (!horzSpan) posB.x += lengthSign * 0.5;
if ( horzSpan) posB.y += lengthSign * 0.5;
float lumaMLSS = lumaM - (luma1 + luma2) * 0.5;
float gradientScaled = max(grad1, grad2) * 0.25;
vec2 posN = posB - offNP;
vec2 posP = posB + offNP;
bool done1 = false, done2 = false;
float lumaEnd1 = 0.0, lumaEnd2 = 0.0;
for (int i = 0; i < FXAA_SEARCH_STEPS; ++i) {
if (!done1) lumaEnd1 = luma(texture(uScene, posN).rgb) - lumaMLSS;
if (!done2) lumaEnd2 = luma(texture(uScene, posP).rgb) - lumaMLSS;
done1 = done1 || (abs(lumaEnd1) >= gradientScaled * FXAA_SEARCH_THRESHOLD);
done2 = done2 || (abs(lumaEnd2) >= gradientScaled * FXAA_SEARCH_THRESHOLD);
if (done1 && done2) break;
if (!done1) posN -= offNP;
if (!done2) posP += offNP;
}
float dstN = horzSpan ? (uv.x - posN.x) : (uv.y - posN.y);
float dstP = horzSpan ? (posP.x - uv.x) : (posP.y - uv.y);
bool dirN = (dstN < dstP);
float lumaEndFinal = dirN ? lumaEnd1 : lumaEnd2;
float spanLength = dstN + dstP;
float pixelOffset = (dirN ? dstN : dstP) / spanLength;
bool goodSpan = ((lumaEndFinal < 0.0) != (lumaMLSS < 0.0));
float pixelOffsetFinal = max(goodSpan ? pixelOffset : 0.0, blendL);
vec2 finalUV = uv;
if ( horzSpan) finalUV.y += pixelOffsetFinal * lengthSign;
if (!horzSpan) finalUV.x += pixelOffsetFinal * lengthSign;
vec3 fxaaResult = texture(uScene, finalUV).rgb;
// Post-FXAA contrast-adaptive sharpening (unsharp mask).
// Counteracts FXAA's sub-pixel blur when sharpness > 0.
if (pc.sharpness > 0.0) {
vec2 r = pc.rcpFrame;
vec3 blur = (texture(uScene, uv + vec2(-r.x, 0)).rgb
+ texture(uScene, uv + vec2( r.x, 0)).rgb
+ texture(uScene, uv + vec2(0, -r.y)).rgb
+ texture(uScene, uv + vec2(0, r.y)).rgb) * 0.25;
// scale sharpness from [0,2] to a modest [0, 0.3] boost factor
float s = pc.sharpness * 0.15;
fxaaResult = clamp(fxaaResult + s * (fxaaResult - blur), 0.0, 1.0);
}
// Ghost mode: desaturate to grayscale (with a slight cool blue tint).
if (pc.desaturate > 0.5) {
float gray = dot(fxaaResult, vec3(0.299, 0.587, 0.114));
fxaaResult = mix(fxaaResult, vec3(gray, gray, gray * 1.05), pc.desaturate);
}
outColor = vec4(fxaaResult, 1.0);
}