fxaa.fx: Purge d3d9 shader code.

Looks like I forgot this one.
This commit is contained in:
lightningterror 2019-02-19 11:07:37 +01:00
parent 6905d4d883
commit 8cb6d255ca
1 changed files with 16 additions and 56 deletions

View File

@ -12,7 +12,6 @@
[GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
in SHADER
{
vec4 p;
@ -28,16 +27,9 @@ layout(std140, binding = 14) uniform cb14
vec4 _rcpFrame;
};
#else
#if (SHADER_MODEL >= 0x400)
#elif (SHADER_MODEL >= 0x400)
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
#else
texture2D Texture : register(t0);
sampler2D TextureSampler : register(s0);
#define SamplerState sampler2D
#endif
cbuffer cb0
{
@ -52,21 +44,13 @@ struct VS_INPUT
struct VS_OUTPUT
{
#if (SHADER_MODEL >= 0x400)
float4 p : SV_Position;
#else
float4 p : TEXCOORD1;
#endif
float2 t : TEXCOORD0;
};
struct PS_OUTPUT
{
#if (SHADER_MODEL >= 0x400)
float4 c : SV_Target0;
#else
float4 c : COLOR0;
#endif
};
#endif
@ -78,14 +62,13 @@ struct PS_OUTPUT
#if (SHADER_MODEL >= 0x500)
#define FXAA_HLSL_5 1
#define FXAA_GATHER4_ALPHA 1
#elif (SHADER_MODEL >= 0x400)
#define FXAA_HLSL_4 1
#define FXAA_GATHER4_ALPHA 0
#elif (FXAA_GLSL_130 == 1)
#define FXAA_GATHER4_ALPHA 1
#else
#define FXAA_HLSL_3 1
#define FXAA_GATHER4_ALPHA 0
#endif
#if (FXAA_HLSL_5 == 1)
@ -104,15 +87,7 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaDiscard clip(-1)
#define FxaaSat(x) saturate(x)
#elif (FXAA_HLSL_3 == 1)
#define FxaaTex sampler2D
#define int2 float2
#define FxaaSat(x) saturate(x)
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
#elif (FXAA_GLSL_130 == 1)
#define int2 ivec2
#define float2 vec2
#define float3 vec3
@ -122,6 +97,7 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
@ -190,10 +166,8 @@ float4 PreGammaPass(float4 color, float2 uv0)
{
#if (SHADER_MODEL >= 0x400)
color = Texture.Sample(TextureSampler, uv0);
#elif (FXAA_GLSL_130 == 1)
#elif (FXAA_GLSL_130 == 1)
color = texture(TextureSampler, uv0);
#else
color = tex2D(TextureSampler, uv0);
#endif
const float GammaConst = 2.233;
@ -234,7 +208,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
#else
float4 rgbyM = FxaaTexTop(tex, posM);
rgbyM.w = RGBLuminance(rgbyM.xyz);
@ -518,7 +492,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
#if (FXAA_GLSL_130 == 1)
float4 FxaaPass(float4 FxaaColor, float2 uv0)
#else
#elif (SHADER_MODEL >= 0x400)
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
#endif
{
@ -531,15 +505,9 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
Texture.GetDimensions(PixelSize.x, PixelSize.y);
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#elif (FXAA_GLSL_130 == 1)
#elif (FXAA_GLSL_130 == 1)
vec2 PixelSize = textureSize(TextureSampler, 0);
FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#else
FxaaTex tex;
tex = TextureSampler;
FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#endif
return FxaaColor;
@ -552,30 +520,22 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
void ps_main()
{
vec4 color = texture(TextureSampler, PSin.t);
color = PreGammaPass(color, PSin.t);
color = FxaaPass(color, PSin.t);
vec4 color = texture(TextureSampler, PSin.t);
color = PreGammaPass(color, PSin.t);
color = FxaaPass(color, PSin.t);
SV_Target0 = color;
SV_Target0 = color;
}
#else
#elif (SHADER_MODEL >= 0x400)
PS_OUTPUT ps_main(VS_OUTPUT input)
{
PS_OUTPUT output;
#if (SHADER_MODEL >= 0x400)
float4 color = Texture.Sample(TextureSampler, input.t);
float4 color = Texture.Sample(TextureSampler, input.t);
color = PreGammaPass(color, input.t);
color = FxaaPass(color, input.t);
#else
float4 color = tex2D(TextureSampler, input.t);
color = PreGammaPass(color, input.t);
color = FxaaPass(color, input.t);
#endif
color = PreGammaPass(color, input.t);
color = FxaaPass(color, input.t);
output.c = color;