Ok, now, i try to use this shader:
#version 120
#define FXAA_REDUCE_MIN (1.0/128.0)
#define FXAA_REDUCE_MUL (1.0/8.0)
#define FXAA_SPAN_MAX 8.0
uniform sampler2D sampler0;
uniform vec2 resolution;
void main(){
vec2 inverse_resolution=vec2(1.0/resolution.x,1.0/resolution.y);
vec3 rgbNW = texture2D(sampler0, (gl_FragCoord.xy + vec2(-1.0,-1.0)) * inverse_resolution).xyz;
vec3 rgbNE = texture2D(sampler0, (gl_FragCoord.xy + vec2(1.0,-1.0)) * inverse_resolution).xyz;
vec3 rgbSW = texture2D(sampler0, (gl_FragCoord.xy + vec2(-1.0,1.0)) * inverse_resolution).xyz;
vec3 rgbSE = texture2D(sampler0, (gl_FragCoord.xy + vec2(1.0,1.0)) * inverse_resolution).xyz;
vec3 rgbM = texture2D(sampler0, gl_FragCoord.xy * inverse_resolution).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;
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)) * inverse_resolution;
vec3 rgbA = 0.5 * (texture2D(sampler0, gl_FragCoord.xy * inverse_resolution + dir * (1.0/3.0 - 0.5)).xyz + texture2D(sampler0, gl_FragCoord.xy * inverse_resolution + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2D(sampler0, gl_FragCoord.xy * inverse_resolution + dir * - 0.5).xyz + texture2D(sampler0, gl_FragCoord.xy * inverse_resolution + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) {
gl_FragColor = vec4(rgbA,1.0);
} else {
gl_FragColor = vec4(rgbB,1.0);
}
}
and the code of my application is now:
package main;//import
public class Main
{ public static Font FONT
= new Font(); public static RenderWindow window
= new RenderWindow
(); public static RenderTexture rdrTxt
= new RenderTexture
(); public static Text text
; public static CircleShape cir
; public static Shader FXAA
; public static void main
(String[] args
) { try { FONT.
loadFromFile(Paths.
get("fonts/arial.ttf")); window.
setKeyRepeatEnabled(false); ContextSettings settings
= new ContextSettings
(8); window.
create(new VideoMode
(680,
560),
"Crazy-Colors", WindowStyle.
RESIZE, settings
); window.
setVerticalSyncEnabled(true); if (!Shader.
isAvailable()) { System.
out.
println("shader no available"); } FXAA
= new Shader
(); Path ShaderPath
= FileSystems.
getDefault().
getPath("FXAA3.txt"); FXAA.
loadFromFile(ShaderPath, Shader.
Type.
FRAGMENT); try{ FXAA.
setParameter("sampler0", Shader.
CURRENT_TEXTURE); FXAA.
setParameter("resolution",
1,
1); } catch (Exception e
) { System.
out.
println("erreur d'argument"); } text
= new Text
("Ceci est un test", FONT
); text.
setColor(Color.
RED); cir
= new CircleShape
(); cir.
setRadius(100); cir.
setFillColor(Color.
BLUE); cir.
setPointCount(16); cir.
setPosition(50,
50); rdrTxt.
draw(cir,
new RenderStates
(FXAA
)); rdrTxt.
create(680,
560); rdrTxt.
draw(text,
new RenderStates
(FXAA
)); rdrTxt.
display(); Sprite result
= new Sprite
(rdrTxt.
getTexture()); while (window.
isOpen()) { rdrTxt.
clear(); rdrTxt.
draw(cir,
new RenderStates
(FXAA
)); rdrTxt.
draw(text,
new RenderStates
(FXAA
)); rdrTxt.
display(); window.
clear(); window.
draw(result
/*, new RenderStates(FXAA)*/); window.
display(); } } catch (Exception e
) { StringWriter errors
= new StringWriter(); e.
printStackTrace(new PrintWriter(errors
)); System.
out.
println(errors.
toString()); window.
close(); } }} but my circle doesn't appear (it appear without the shader).
Any idea?
Do I have pass the good arguments to the shader?