mirror of https://github.com/PCSX2/pcsx2.git
fxaa.fx: Purge d3d9 shader code.
Looks like I forgot this one.
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6905d4d883
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@ -12,7 +12,6 @@
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[GLOBALS|FUNCTIONS]
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------------------------------------------------------------------------------*/
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#if (FXAA_GLSL_130 == 1)
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in SHADER
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{
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vec4 p;
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@ -28,16 +27,9 @@ layout(std140, binding = 14) uniform cb14
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vec4 _rcpFrame;
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};
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#else
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#if (SHADER_MODEL >= 0x400)
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#elif (SHADER_MODEL >= 0x400)
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Texture2D Texture : register(t0);
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SamplerState TextureSampler : register(s0);
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#else
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texture2D Texture : register(t0);
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sampler2D TextureSampler : register(s0);
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#define SamplerState sampler2D
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#endif
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cbuffer cb0
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{
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@ -52,21 +44,13 @@ struct VS_INPUT
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struct VS_OUTPUT
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{
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#if (SHADER_MODEL >= 0x400)
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float4 p : SV_Position;
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#else
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float4 p : TEXCOORD1;
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#endif
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float2 t : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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#if (SHADER_MODEL >= 0x400)
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float4 c : SV_Target0;
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#else
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float4 c : COLOR0;
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#endif
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};
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#endif
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@ -78,14 +62,13 @@ struct PS_OUTPUT
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#if (SHADER_MODEL >= 0x500)
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#define FXAA_HLSL_5 1
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#define FXAA_GATHER4_ALPHA 1
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#elif (SHADER_MODEL >= 0x400)
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#define FXAA_HLSL_4 1
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#define FXAA_GATHER4_ALPHA 0
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#elif (FXAA_GLSL_130 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#else
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#define FXAA_HLSL_3 1
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#if (FXAA_HLSL_5 == 1)
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@ -104,15 +87,7 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaDiscard clip(-1)
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#define FxaaSat(x) saturate(x)
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#elif (FXAA_HLSL_3 == 1)
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#define FxaaTex sampler2D
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#define int2 float2
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#define FxaaSat(x) saturate(x)
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#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
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#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
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#elif (FXAA_GLSL_130 == 1)
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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@ -122,6 +97,7 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#if (FXAA_GATHER4_ALPHA == 1)
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// use #extension GL_ARB_gpu_shader5 : enable
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
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@ -190,10 +166,8 @@ float4 PreGammaPass(float4 color, float2 uv0)
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{
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#if (SHADER_MODEL >= 0x400)
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color = Texture.Sample(TextureSampler, uv0);
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#elif (FXAA_GLSL_130 == 1)
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#elif (FXAA_GLSL_130 == 1)
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color = texture(TextureSampler, uv0);
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#else
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color = tex2D(TextureSampler, uv0);
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#endif
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const float GammaConst = 2.233;
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@ -234,7 +208,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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#define lumaNW luma4B.w
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#define lumaN luma4B.z
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#define lumaW luma4B.x
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#else
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float4 rgbyM = FxaaTexTop(tex, posM);
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rgbyM.w = RGBLuminance(rgbyM.xyz);
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@ -518,7 +492,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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#if (FXAA_GLSL_130 == 1)
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float4 FxaaPass(float4 FxaaColor, float2 uv0)
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#else
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#elif (SHADER_MODEL >= 0x400)
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float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
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#endif
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{
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@ -531,15 +505,9 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
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Texture.GetDimensions(PixelSize.x, PixelSize.y);
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FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#elif (FXAA_GLSL_130 == 1)
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#elif (FXAA_GLSL_130 == 1)
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vec2 PixelSize = textureSize(TextureSampler, 0);
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FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#else
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FxaaTex tex;
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tex = TextureSampler;
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FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#endif
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return FxaaColor;
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@ -552,30 +520,22 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
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void ps_main()
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{
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vec4 color = texture(TextureSampler, PSin.t);
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color = PreGammaPass(color, PSin.t);
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color = FxaaPass(color, PSin.t);
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vec4 color = texture(TextureSampler, PSin.t);
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color = PreGammaPass(color, PSin.t);
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color = FxaaPass(color, PSin.t);
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SV_Target0 = color;
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SV_Target0 = color;
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}
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#else
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#elif (SHADER_MODEL >= 0x400)
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PS_OUTPUT ps_main(VS_OUTPUT input)
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{
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PS_OUTPUT output;
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#if (SHADER_MODEL >= 0x400)
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float4 color = Texture.Sample(TextureSampler, input.t);
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float4 color = Texture.Sample(TextureSampler, input.t);
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color = PreGammaPass(color, input.t);
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color = FxaaPass(color, input.t);
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#else
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float4 color = tex2D(TextureSampler, input.t);
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color = PreGammaPass(color, input.t);
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color = FxaaPass(color, input.t);
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#endif
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color = PreGammaPass(color, input.t);
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color = FxaaPass(color, input.t);
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output.c = color;
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