mirror of https://github.com/PCSX2/pcsx2.git
593 lines
19 KiB
HLSL
593 lines
19 KiB
HLSL
#if defined(SHADER_MODEL) || defined(FXAA_GLSL_130)
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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#define UHQ_FXAA 1 //High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11.
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#define FxaaSubpixMax 0.0 //[0.00 to 1.00] Amount of subpixel aliasing removal. 0.00: Edge only antialiasing (no blurring)
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#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When disabled, the entire scene is antialiased(FSAA). 0 is off, 1 is on.
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/*------------------------------------------------------------------------------
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[GLOBALS|FUNCTIONS]
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------------------------------------------------------------------------------*/
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#if (FXAA_GLSL_130 == 1)
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struct vertex_basic
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{
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vec4 p;
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vec2 t;
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};
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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in SHADER
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{
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vec4 p;
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vec2 t;
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} PSin;
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layout(location = 0) out vec4 SV_Target0;
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#else
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#if (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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float4 _rcpFrame : register(c0);
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};
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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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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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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------------------------------------------------------------------------------*/
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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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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
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#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
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#define FxaaDiscard clip(-1)
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#define FxaaSat(x) saturate(x)
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#elif (FXAA_HLSL_4 == 1)
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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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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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#define float4 vec4
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#define FxaaDiscard discard
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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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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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
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#endif
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#endif
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#define FxaaEdgeThreshold 0.063
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#define FxaaEdgeThresholdMin 0.00
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#define FXAA_QUALITY__P12 8.0
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/*------------------------------------------------------------------------------
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[GAMMA PREPASS CODE SECTION]
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------------------------------------------------------------------------------*/
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float RGBLuminance(float3 color)
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{
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const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
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return dot(color.rgb, lumCoeff);
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}
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#if (FXAA_GLSL_130 == 0)
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#define PixelSize float2(_rcpFrame.x, _rcpFrame.y)
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#endif
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float3 RGBGammaToLinear(float3 color, float gamma)
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{
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color = FxaaSat(color);
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color.r = (color.r <= 0.0404482362771082) ?
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color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
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color.g = (color.g <= 0.0404482362771082) ?
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color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
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color.b = (color.b <= 0.0404482362771082) ?
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color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
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return color;
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}
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float3 LinearToRGBGamma(float3 color, float gamma)
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{
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color = FxaaSat(color);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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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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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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color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
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color.rgb = LinearToRGBGamma(color.rgb, GammaConst);
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color.a = RGBLuminance(color.rgb);
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return color;
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}
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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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------------------------------------------------------------------------------*/
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float FxaaLuma(float4 rgba)
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{
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rgba.w = RGBLuminance(rgba.xyz);
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return rgba.w;
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}
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float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaSubpix, float fxaaEdgeThreshold, float fxaaEdgeThresholdMin)
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{
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float2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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#if (FXAA_GATHER4_ALPHA == 1)
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float4 rgbyM = FxaaTexTop(tex, posM);
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float4 luma4A = FxaaTexAlpha4(tex, posM);
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float4 luma4B = FxaaTexOffAlpha4(tex, posM, int2(-1, -1));
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rgbyM.w = RGBLuminance(rgbyM.xyz);
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#define lumaM rgbyM.w
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#define lumaE luma4A.z
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#define lumaS luma4A.x
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#define lumaSE luma4A.y
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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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#define lumaM rgbyM.w
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float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy));
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float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy));
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float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy));
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float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy));
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#endif
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float maxSM = max(lumaS, lumaM);
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float minSM = min(lumaS, lumaM);
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float maxESM = max(lumaE, maxSM);
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float minESM = min(lumaE, minSM);
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float maxWN = max(lumaN, lumaW);
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float minWN = min(lumaN, lumaW);
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float rangeMax = max(maxWN, maxESM);
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float rangeMin = min(minWN, minESM);
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float range = rangeMax - rangeMin;
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float rangeMaxScaled = rangeMax * fxaaEdgeThreshold;
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float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled);
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bool earlyExit = range < rangeMaxClamped;
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#if (FxaaEarlyExit == 1)
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if(earlyExit) { return rgbyM; }
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#endif
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#if (FXAA_GATHER4_ALPHA == 0)
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float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy));
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float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy));
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float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
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float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
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#else
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float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
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float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
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#endif
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float lumaNS = lumaN + lumaS;
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float lumaWE = lumaW + lumaE;
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float subpixRcpRange = 1.0/range;
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float subpixNSWE = lumaNS + lumaWE;
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float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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float edgeVert1 = (-2.0 * lumaM) + lumaWE;
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float lumaNESE = lumaNE + lumaSE;
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float lumaNWNE = lumaNW + lumaNE;
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float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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float lumaNWSW = lumaNW + lumaSW;
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float lumaSWSE = lumaSW + lumaSE;
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float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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float edgeHorz = abs(edgeHorz3) + edgeHorz4;
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float edgeVert = abs(edgeVert3) + edgeVert4;
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float subpixNWSWNESE = lumaNWSW + lumaNESE;
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float lengthSign = fxaaRcpFrame.x;
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bool horzSpan = edgeHorz >= edgeVert;
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float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaRcpFrame.y;
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float subpixB = (subpixA * (1.0/12.0)) - lumaM;
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float gradientN = lumaN - lumaM;
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float gradientS = lumaS - lumaM;
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float lumaNN = lumaN + lumaM;
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float lumaSS = lumaS + lumaM;
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bool pairN = abs(gradientN) >= abs(gradientS);
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float gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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float2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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float2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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float2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
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float2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
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float subpixD = ((-2.0)*subpixC) + 3.0;
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float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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float subpixE = subpixC * subpixC;
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float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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if(!pairN) lumaNN = lumaSS;
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float gradientScaled = gradient * 1.0/4.0;
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float lumaMM = lumaM - lumaNN * 0.5;
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float subpixF = subpixD * subpixE;
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bool lumaMLTZero = lumaMM < 0.0;
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lumaEndN -= lumaNN * 0.5;
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lumaEndP -= lumaNN * 0.5;
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bool doneN = abs(lumaEndN) >= gradientScaled;
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bool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
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bool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
|
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
|
}}}}}}}}}}}
|
|
|
|
float dstN = posM.x - posN.x;
|
|
float dstP = posP.x - posM.x;
|
|
if(!horzSpan) dstN = posM.y - posN.y;
|
|
if(!horzSpan) dstP = posP.y - posM.y;
|
|
|
|
bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
|
float spanLength = (dstP + dstN);
|
|
bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
|
float spanLengthRcp = 1.0/spanLength;
|
|
|
|
bool directionN = dstN < dstP;
|
|
float dst = min(dstN, dstP);
|
|
bool goodSpan = directionN ? goodSpanN : goodSpanP;
|
|
float subpixG = subpixF * subpixF;
|
|
float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
|
float subpixH = subpixG * fxaaSubpix;
|
|
|
|
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
|
|
return float4(FxaaTexTop(tex, posM).xyz, lumaM);
|
|
}
|
|
|
|
#if (FXAA_GLSL_130 == 1)
|
|
float4 FxaaPass(float4 FxaaColor, float2 uv0)
|
|
#else
|
|
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
|
#endif
|
|
{
|
|
|
|
#if (SHADER_MODEL >= 0x400)
|
|
FxaaTex tex;
|
|
tex.tex = Texture;
|
|
tex.smpl = TextureSampler;
|
|
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
|
|
|
#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;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[MAIN() & COMBINE PASS CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_130 == 1)
|
|
|
|
void ps_main()
|
|
{
|
|
vec4 color = texture(TextureSampler, PSin.t);
|
|
color = PreGammaPass(color, PSin.t);
|
|
color = FxaaPass(color, PSin.t);
|
|
|
|
SV_Target0 = color;
|
|
}
|
|
|
|
#else
|
|
|
|
PS_OUTPUT ps_main(VS_OUTPUT input)
|
|
{
|
|
PS_OUTPUT output;
|
|
|
|
#if (SHADER_MODEL >= 0x400)
|
|
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
|
|
|
|
output.c = color;
|
|
|
|
return output;
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|