/////////////////////////////////////////////////////////
// FXAA effect
#ifdef GL_ES
precision mediump float;
#endif
uniform mediump sampler2D samplerFront;
varying vec2 vTex;
uniform mediump float pixelWidth;
uniform mediump float pixelHeight;
vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight);
//uniform lowp sampler2D tex;
//uniform mediump vec2 fragCoord;
uniform mediump float WindowWidth;
uniform mediump float WindowHeight;
#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 8.0
#endif
vec4 fxaa_2_0(sampler2D tex, vec2 fragCoord, vec2 resolution,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbM) {
vec4 color;
mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(tex, v_rgbM);
vec3 rgbM = texColor.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)));
mediump 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)) * inverseVP;
vec3 rgbA = 0.5 * (
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, texColor.a);
else
color = vec4(rgbB, texColor.a);
return color;
}
//To save 9 dependent texture reads, you can compute
//these in the vertex shader and use the optimized
//frag.glsl function in your frag shader.
//This is best suited for mobile devices, like iOS.
void texcoords_3_1(vec2 fragCoord, vec2 resolution,
out vec2 v_rgbNW, out vec2 v_rgbNE,
out vec2 v_rgbSW, out vec2 v_rgbSE,
out vec2 v_rgbM) {
vec2 inverseVP = 1.0 / resolution.xy;
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
v_rgbM = vec2(fragCoord * inverseVP);
}
vec4 apply_1_2(sampler2D tex, vec2 fragCoord, vec2 resolution) {
mediump vec2 v_rgbNW;
mediump vec2 v_rgbNE;
mediump vec2 v_rgbSW;
mediump vec2 v_rgbSE;
mediump vec2 v_rgbM;
//compute the texture coords
texcoords_3_1(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
//compute FXAA
return fxaa_2_0(tex, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
}
void main() {
vec2 uv = 1.*vTex;
// uv.y = 1.0 - uv.y;
//can also use gl_FragCoord.xy
vec2 fragCoord = uv * iResolution;
vec4 color;
// if (enabled) {
color = apply_1_2(samplerFront, fragCoord, iResolution);
// } else {
// color = texture2D(samplerFront, uv);
// }
gl_FragColor = color;
}
[/code:17ngs3nv]
.xml file is not accepting int or boolean variable; just percent or float ;
So look the original source and converted source ..and meditate or play with online editor like glslsandbox...
good luck
when you want learn something ..
allow time minimum 4 hour/day during 30day you will become beginner
allow time minimum 8 hour/day during 60day you will become confirmed
allow time minimum 12 hour/day during 120day you will become expert
allow time minimum 16 hour/day during 365day you will become master
I am BEGINNER ;