#include // Output surface size in pixels. uniform vec2 uResolution; // One source-texel step in UV space: (1/width, 1/height). uniform vec2 uTexel; // Source frame produced by the software renderer. uniform sampler2D uTexture; out vec4 fragColor; // Perceptual brightness approximation used for edge detection. float luma(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } void main() { // Convert fragment coordinates to normalized UV coordinates. vec2 uv = FlutterFragCoord().xy / uResolution; // Read the base color from the source frame. vec4 centerSample = texture(uTexture, uv); // Sample 4-neighborhood (N/S/E/W) around the current pixel. vec3 sampleN = texture(uTexture, uv + vec2(0.0, -uTexel.y)).rgb; vec3 sampleS = texture(uTexture, uv + vec2(0.0, uTexel.y)).rgb; vec3 sampleE = texture(uTexture, uv + vec2(uTexel.x, 0.0)).rgb; vec3 sampleW = texture(uTexture, uv + vec2(-uTexel.x, 0.0)).rgb; // Compute local luma range; wider range means a stronger edge. float lumaCenter = luma(centerSample.rgb); float lumaMin = min( lumaCenter, min(min(luma(sampleN), luma(sampleS)), min(luma(sampleE), luma(sampleW))) ); float lumaMax = max( lumaCenter, max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW))) ); float edgeSpan = max(lumaMax - lumaMin, 0.0001); // Convert raw edge strength into a smooth 0..1 blending amount. float edgeAmount = smoothstep(0.03, 0.18, edgeSpan); // Average neighbors and blend toward that average only near edges. // This acts like a lightweight edge-aware anti-aliasing pass. vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25; vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45); // Preserve source alpha and output the anti-aliased color. fragColor = vec4(aaColor, centerSample.a); }