precision highp float; uniform sampler2D u_video; uniform sampler2D u_mask; uniform vec4 u_ScreenParams; varying vec2 v_src_uv; varying vec2 v_material_uv; void main() { float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = 1.0/128.0; vec2 pixels = vec2(1.0, 1.0) / u_ScreenParams.xy; vec3 rgbNW = texture2D(u_video, v_src_uv + (vec2(-1.0, -1.0) * pixels)).xyz; vec3 rgbNE = texture2D(u_video, v_src_uv + (vec2(1.0, -1.0) * pixels)).xyz; vec3 rgbSW = texture2D(u_video, v_src_uv + (vec2(-1.0, 1.0) * pixels)).xyz; vec3 rgbSE = texture2D(u_video, v_src_uv + (vec2(1.0, 1.0) * pixels)).xyz; vec3 rgbM = texture2D(u_video, v_src_uv).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 = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((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)) / u_ScreenParams.xy; vec3 rgbA = 0.5 * ( texture2D(u_video, v_src_uv + dir * (1.0/3.0 - 0.5)).xyz + texture2D(u_video, v_src_uv + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = 0.5 * rgbA + 0.25 * ( texture2D(u_video, v_src_uv + dir * - 0.5).xyz + texture2D(u_video, v_src_uv + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); vec3 resColor; if ((lumaB < lumaMin) || (lumaMax < lumaB)){ resColor = rgbA; } else { resColor = rgbB; } vec3 srcColor = texture2D(u_video, v_src_uv).rgb; float alpha = texture2D(u_mask, v_material_uv).r; gl_FragColor = vec4(mix(srcColor, resColor, alpha), 1.0); // gl_FragColor = vec4(srcColor, 1.0); // gl_FragColor = vec4(mix(gl_FragColor.rgb, vec3(alpha), 0.4), 1.0); // gl_FragColor = texture2D(u_mask, v_material_uv); }