Thanks a bunch for that It's interesting to see how you structure things by breaking them up into separate functions.
I made some progress with my own conversion as well. It doesn't blend with the background like it should and there's some hefty artifacting going on, but it's a start.
Gigatron:
ErekT:
There's also some kind of interpolation weirdness in both our conversions (mine especially) that needs addressing.
Finally, if I want to assign the shader to a separate layer that affects everything underneath I need to read from samplerBack, do shader magic to it, and then write the result to samplerFront which represents the layer in question. Right?
/////////////////////////////////////////////////////////
// FXAA effect
#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
precision lowp float;
varying mediump vec2 vTex;
uniform lowp sampler2D samplerFront;
uniform lowp sampler2D samplerBack;
uniform mediump vec2 destStart;
uniform mediump vec2 destEnd;
uniform highp float WindowsWidth;
uniform highp float WindowsHeight;
void main(void)
{
lowp vec4 front = texture2D(samplerFront, vTex);
lowp vec4 back = texture2D(samplerBack, mix(destStart, destEnd, vTex));
mediump vec2 resolution = vec2(WindowsWidth, WindowsHeight);
mediump vec2 inverseVP = vec2(1.0 / WindowsWidth, 1.0 / WindowsHeight);
vec3 rgbNW = texture2D(samplerFront, vTex + (vec2(-1.0,-1.0)/resolution)).xyz;
vec3 rgbNE = texture2D(samplerFront, vTex + (vec2(1.0,-1.0)/resolution)).xyz;
vec3 rgbSW = texture2D(samplerFront, vTex + (vec2(-1.0,1.0)/resolution)).xyz;
vec3 rgbSE = texture2D(samplerFront, vTex + (vec2(1.0,1.0)/resolution)).xyz;
vec3 rgbM = texture2D(samplerFront, vTex).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)) / resolution;
vec3 rgbA = 0.5 * (
texture2D(samplerFront, vTex + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(samplerFront, vTex + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(samplerFront, vTex + dir * -0.5).xyz +
texture2D(samplerFront, vTex + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax))
gl_FragColor.xyz=rgbA;
else
gl_FragColor.xyz=rgbB;
}
[/code:1rpu4wdf]