mirror of https://github.com/PCSX2/pcsx2.git
1231 lines
44 KiB
HLSL
1231 lines
44 KiB
HLSL
#if defined(SHADER_MODEL) || defined(FXAA_GLSL_130) // make safe to include in resource file to enforce dependency
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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 FXAA_PC 1
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#define FXAA_QUALITY_SUBPIX 0.0
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#ifdef SHADER_MODEL
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#if SHADER_MODEL >= 0x400
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#if SHADER_MODEL >= 0x500
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#define FXAA_HLSL_5 1
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#else
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#define FXAA_HLSL_4 1
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#endif
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Texture2D Texture;
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SamplerState TextureSampler;
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cbuffer cb0
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{
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float4 _rcpFrame;
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float4 _rcpFrameOpt;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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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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float4 c : SV_Target0;
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};
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#elif SHADER_MODEL <= 0x300
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#define FXAA_HLSL_3 1
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sampler Texture : register(s0);
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float4 _rcpFrame : register(c0);
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float4 _rcpFrameOpt : register(c1);
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struct PS_INPUT
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{
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#if SHADER_MODEL < 0x300
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float4 p : TEXCOORD1;
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#else
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float4 p : VPOS;
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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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float4 c : COLOR;
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};
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#endif
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#endif
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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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layout(std140, binding = 13) uniform cb13
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{
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vec4 _rcpFrame;
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vec4 _rcpFrameOpt;
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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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#define PSin_p (PSin.p)
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#define PSin_t (PSin.t)
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layout(location = 0) out vec4 SV_Target0;
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#endif
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/*============================================================================
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NVIDIA FXAA 3.10 by TIMOTHY LOTTES
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------------------------------------------------------------------------------
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COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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------------------------------------------------------------------------------
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TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES.
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------------------------------------------------------------------------------
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INTEGRATION CHECKLIST
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------------------------------------------------------------------------------
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(1.)
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In the shader source,
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setup defines for the desired configuration.
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Example,
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#define FXAA_PC 1
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#define FXAA_HLSL_3 1
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#define FXAA_QUALITY_PRESET 12
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#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/6.0)
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#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/12.0)
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(2.)
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Then include this file,
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#include "Fxaa3.h"
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(3.)
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Then call the FXAA pixel shader from within your desired shader,
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return FxaaPixelShader(pos, posPos, tex, rcpFrame, rcpFrameOpt);
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(4.)
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Insure pass prior to FXAA outputs RGBL.
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See next section.
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(5.)
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Setup engine to provide "rcpFrame" and "rcpFrameOpt" constants.
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Not using constants will result in a performance loss.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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float2 rcpFrame
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// This must be from a constant/uniform.
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// {x___} = 2.0/screenWidthInPixels
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// {_y__} = 2.0/screenHeightInPixels
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// {__z_} = 0.5/screenWidthInPixels
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// {___w} = 0.5/screenHeightInPixels
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float4 rcpFrameOpt
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(5.a.)
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Optionally change to this for sharper FXAA Console,
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// This must be from a constant/uniform.
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// {x___} = 2.0/screenWidthInPixels
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// {_y__} = 2.0/screenHeightInPixels
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// {__z_} = 0.333/screenWidthInPixels
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// {___w} = 0.333/screenHeightInPixels
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float4 rcpFrameOpt
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(6.)
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Have FXAA vertex shader run as a full screen triangle,
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and output "pos" and "posPos" such that inputs in the pixel shader provide,
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// {xy} = center of pixel
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float2 pos,
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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float4 posPos,
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(7.)
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Insure the texture sampler used by FXAA is set to bilinear filtering.
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------------------------------------------------------------------------------
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INTEGRATION - RGBL AND COLORSPACE
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------------------------------------------------------------------------------
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FXAA3 requires RGBL as input.
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RGB should be LDR (low dynamic range).
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Specifically do FXAA after tonemapping.
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RGB data as returned by a texture fetch can be linear or non-linear.
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Note an "sRGB format" texture counts as linear,
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because the result of a texture fetch is linear data.
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Regular "RGBA8" textures in the sRGB colorspace are non-linear.
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Luma must be stored in the alpha channel prior to running FXAA.
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This luma should be in a perceptual space (could be gamma 2.0).
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Example pass before FXAA where output is gamma 2.0 encoded,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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color.a = dot(color.rgb, float3(0.299, 0.587, 0.114)); // compute luma
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return color;
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Another example where output is linear encoded,
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say for instance writing to an sRGB formated render target,
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where the render target does the conversion back to sRGB after blending,
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color.rgb = ToneMap(color.rgb); // linear color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.a = sqrt(dot(color.rgb, float3(0.299, 0.587, 0.114))); // compute luma
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return color;
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Getting luma correct is required for the algorithm to work correctly.
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------------------------------------------------------------------------------
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BEING LINEARLY CORRECT?
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------------------------------------------------------------------------------
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Applying FXAA to a framebuffer with linear RGB color will look worse.
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This is very counter intuitive, but happends to be true in this case.
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The reason is because dithering artifacts will be more visiable
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in a linear colorspace.
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------------------------------------------------------------------------------
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COMPLEX INTEGRATION
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------------------------------------------------------------------------------
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Q. What if the engine is blending into RGB before wanting to run FXAA?
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A. In the last opaque pass prior to FXAA,
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have the pass write out luma into alpha.
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Then blend into RGB only.
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FXAA should be able to run ok
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assuming the blending pass did not any add aliasing.
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This should be the common case for particles and common blending passes.
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============================================================================*/
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/*============================================================================
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INTEGRATION KNOBS
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============================================================================*/
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//
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// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
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// FXAA_360_OPT is a prototype for the new optimized 360 version.
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//
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// 1 = Use API.
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// 0 = Don't use API.
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//
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PS3
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#define FXAA_PS3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360
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#define FXAA_360 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360_OPT
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#define FXAA_360_OPT 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_PC
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//
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// FXAA Quality
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// The high quality PC algorithm.
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//
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#define FXAA_PC 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PC_CONSOLE
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//
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// The console algorithm for PC is included
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// for developers targeting really low spec machines.
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//
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#define FXAA_PC_CONSOLE 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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#endif
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/*--------------------------------------------------------------------------*/
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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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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_3
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#define FXAA_HLSL_3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_4
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#define FXAA_HLSL_4 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_5
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#define FXAA_HLSL_5 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_EARLY_EXIT
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this on adds 2 cycles to the shader.
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// On 360 turning this off adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_EARLY_EXIT 1
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_FAST_PIXEL_OFFSET
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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#ifdef GL_EXT_gpu_shader4
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifndef FXAA_FAST_PIXEL_OFFSET
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#define FXAA_FAST_PIXEL_OFFSET 0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GATHER4_ALPHA
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifndef FXAA_GATHER4_ALPHA
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#endif
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/*============================================================================
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FXAA CONSOLE - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_CONSOLE_EDGE_SHARPNESS
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//
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// Consoles the sharpness of edges.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 4 and 8.
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// These options use the shaders ability to a free *|/ by 4|8.
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//
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// 8.0 is sharper
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// 4.0 is softer
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// 2.0 is really soft (good for vector graphics inputs)
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//
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#if 1
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#define FXAA_CONSOLE_EDGE_SHARPNESS 8.0
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#endif
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#if 0
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#define FXAA_CONSOLE_EDGE_SHARPNESS 4.0
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#endif
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#if 0
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#define FXAA_CONSOLE_EDGE_SHARPNESS 2.0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE_EDGE_THRESHOLD
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//
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// The minimum amount of local contrast required to apply algorithm.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 0.25 and 0.125.
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// These options use the shaders ability to a free *|/ by 4|8.
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//
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// 0.125 leaves less aliasing, but is softer
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// 0.25 leaves more aliasing, and is sharper
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//
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#if 1
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#define FXAA_CONSOLE_EDGE_THRESHOLD 0.125
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#else
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#define FXAA_CONSOLE_EDGE_THRESHOLD 0.25
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE_EDGE_THRESHOLD_MIN
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//
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// This does not apply to PS3.
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// PS3 was simplified to avoid more shader instructions.
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//
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#define FXAA_CONSOLE_EDGE_THRESHOLD_MIN 0.05
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#endif
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/*============================================================================
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FXAA QUALITY - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_QUALITY_EDGE_THRESHOLD
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//
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// The minimum amount of local contrast required to apply algorithm.
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//
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// 1/3 - too little
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// 1/4 - low quality
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// 1/6 - default
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// 1/8 - high quality (default)
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// 1/16 - overkill
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//
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#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/6.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY_EDGE_THRESHOLD_MIN
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//
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// Trims the algorithm from processing darks.
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//
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// 1/32 - visible limit
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// 1/16 - high quality
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// 1/12 - upper limit (default, the start of visible unfiltered edges)
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//
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#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/12.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY_SUBPIX
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//
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// Choose the amount of sub-pixel aliasing removal.
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//
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// 1 - upper limit (softer)
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// 3/4 - default amount of filtering
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// 1/2 - lower limit (sharper, less sub-pixel aliasing removal)
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//
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#define FXAA_QUALITY_SUBPIX (3.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY_PRESET
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//
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// Choose the quality preset.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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#define FXAA_QUALITY_PRESET 12
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#endif
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/*============================================================================
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FXAA QUALITY - PRESETS
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============================================================================*/
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/*============================================================================
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FXAA QUALITY - MEDIUM DITHER PRESETS
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============================================================================*/
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#if (FXAA_QUALITY_PRESET == 10)
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#define FXAA_QUALITY_PS 3
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#define FXAA_QUALITY_P0 1.5
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#define FXAA_QUALITY_P1 3.0
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#define FXAA_QUALITY_P2 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY_PRESET == 11)
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#define FXAA_QUALITY_PS 4
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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 3.0
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#define FXAA_QUALITY_P3 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY_PRESET == 12)
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#define FXAA_QUALITY_PS 5
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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 4.0
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#define FXAA_QUALITY_P4 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY_PRESET == 13)
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#define FXAA_QUALITY_PS 6
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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 4.0
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#define FXAA_QUALITY_P5 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY_PRESET == 14)
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#define FXAA_QUALITY_PS 7
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 4.0
|
|
#define FXAA_QUALITY_P6 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 15)
|
|
#define FXAA_QUALITY_PS 8
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 4.0
|
|
#define FXAA_QUALITY_P7 12.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - LOW DITHER PRESETS
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY_PRESET == 20)
|
|
#define FXAA_QUALITY_PS 3
|
|
#define FXAA_QUALITY_P0 1.5
|
|
#define FXAA_QUALITY_P1 2.0
|
|
#define FXAA_QUALITY_P2 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 21)
|
|
#define FXAA_QUALITY_PS 4
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 22)
|
|
#define FXAA_QUALITY_PS 5
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 23)
|
|
#define FXAA_QUALITY_PS 6
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 24)
|
|
#define FXAA_QUALITY_PS 7
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 3.0
|
|
#define FXAA_QUALITY_P6 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 25)
|
|
#define FXAA_QUALITY_PS 8
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 4.0
|
|
#define FXAA_QUALITY_P7 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 26)
|
|
#define FXAA_QUALITY_PS 9
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 4.0
|
|
#define FXAA_QUALITY_P8 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 27)
|
|
#define FXAA_QUALITY_PS 10
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 4.0
|
|
#define FXAA_QUALITY_P9 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 28)
|
|
#define FXAA_QUALITY_PS 11
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 4.0
|
|
#define FXAA_QUALITY_P10 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 29)
|
|
#define FXAA_QUALITY_PS 12
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 2.0
|
|
#define FXAA_QUALITY_P10 4.0
|
|
#define FXAA_QUALITY_P11 8.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - EXTREME QUALITY
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY_PRESET == 39)
|
|
#define FXAA_QUALITY_PS 12
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.0
|
|
#define FXAA_QUALITY_P2 1.0
|
|
#define FXAA_QUALITY_P3 1.0
|
|
#define FXAA_QUALITY_P4 1.0
|
|
#define FXAA_QUALITY_P5 1.5
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 2.0
|
|
#define FXAA_QUALITY_P10 4.0
|
|
#define FXAA_QUALITY_P11 8.0
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
API PORTING
|
|
|
|
============================================================================*/
|
|
#if (FXAA_GLSL_120 == 1)
|
|
// Requires,
|
|
// #version 120
|
|
// And at least,
|
|
// #extension GL_EXT_gpu_shader4 : enable
|
|
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
|
|
#define half float
|
|
#define half2 vec2
|
|
#define half3 vec3
|
|
#define half4 vec4
|
|
#define int2 ivec2
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define FxaaInt2 ivec2
|
|
#define FxaaFloat2 vec2
|
|
#define FxaaFloat3 vec3
|
|
#define FxaaFloat4 vec4
|
|
#define FxaaDiscard discard
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
|
#define FxaaLerp(x,y,s) mix(x,y,s)
|
|
#define FxaaTex sampler2D
|
|
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
|
#else
|
|
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
|
|
#endif
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
// use #extension GL_ARB_gpu_shader5 : enable
|
|
#define FxaaTexAlpha4(t, p, r) textureGather(t, p, 3)
|
|
#define FxaaTexOffAlpha4(t, p, o, r) textureGatherOffset(t, p, o, 3)
|
|
#endif
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_130 == 1)
|
|
// Requires "#version 130" or better
|
|
#define half float
|
|
#define half2 vec2
|
|
#define half3 vec3
|
|
#define half4 vec4
|
|
#define int2 ivec2
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define FxaaInt2 ivec2
|
|
#define FxaaFloat2 vec2
|
|
#define FxaaFloat3 vec3
|
|
#define FxaaFloat4 vec4
|
|
#define FxaaDiscard discard
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
|
#define FxaaLerp(x,y,s) mix(x,y,s)
|
|
#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, r) textureGather(t, p, 3)
|
|
#define FxaaTexOffAlpha4(t, p, o, r) textureGatherOffset(t, p, o, 3)
|
|
#endif
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1)
|
|
#define int2 float2
|
|
#define FxaaInt2 float2
|
|
#define FxaaFloat2 float2
|
|
#define FxaaFloat3 float3
|
|
#define FxaaFloat4 float4
|
|
#define FxaaDiscard clip(-1)
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) saturate(x)
|
|
#define FxaaLerp(x,y,s) lerp(x,y,s)
|
|
#define FxaaTex sampler2D
|
|
#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))
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_4 == 1)
|
|
#define FxaaInt2 int2
|
|
#define FxaaFloat2 float2
|
|
#define FxaaFloat3 float3
|
|
#define FxaaFloat4 float4
|
|
#define FxaaDiscard clip(-1)
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) saturate(x)
|
|
#define FxaaLerp(x,y,s) lerp(x,y,s)
|
|
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_5 == 1)
|
|
#define FxaaInt2 int2
|
|
#define FxaaFloat2 float2
|
|
#define FxaaFloat3 float3
|
|
#define FxaaFloat4 float4
|
|
#define FxaaDiscard clip(-1)
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) saturate(x)
|
|
#define FxaaLerp(x,y,s) lerp(x,y,s)
|
|
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
#define FxaaTexAlpha4(t, p, r) t.tex.GatherAlpha(t.smpl, p)
|
|
#define FxaaTexOffAlpha4(t, p, o, r) t.tex.GatherAlpha(t.smpl, p, o)
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
#if (FXAA_PC == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xyzw} = not used on FXAA3 Quality
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = luma in perceptual color space (not linear)
|
|
FxaaTex tex,
|
|
// This must be from a constant/uniform.
|
|
// {x_} = 1.0/screenWidthInPixels
|
|
// {_y} = 1.0/screenHeightInPixels
|
|
float2 rcpFrame,
|
|
// {xyzw} = not used on FXAA3 Quality
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
float2 posM;
|
|
posM.x = pos.x;
|
|
posM.y = pos.y;
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
#if (FXAA_DISCARD == 0)
|
|
float4 rgbyM = FxaaTexTop(tex, posM);
|
|
#define lumaM rgbyM.w
|
|
#endif
|
|
float4 luma4A = FxaaTexAlpha4(tex, posM, rcpFrame.xy);
|
|
float4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1), rcpFrame.xy);
|
|
#if (FXAA_DISCARD == 1)
|
|
#define lumaM luma4A.w
|
|
#endif
|
|
#define lumaE luma4A.z
|
|
#define lumaS luma4A.x
|
|
#define lumaSE luma4A.y
|
|
#define lumaNW luma4B.w
|
|
#define lumaN luma4B.z
|
|
#define lumaW luma4B.x
|
|
#else
|
|
float4 rgbyM = FxaaTexTop(tex, posM);
|
|
#define lumaM rgbyM.w
|
|
float lumaS = FxaaTexOff(tex, posM, FxaaInt2( 0, 1), rcpFrame.xy).w;
|
|
float lumaE = FxaaTexOff(tex, posM, FxaaInt2( 1, 0), rcpFrame.xy).w;
|
|
float lumaN = FxaaTexOff(tex, posM, FxaaInt2( 0,-1), rcpFrame.xy).w;
|
|
float lumaW = FxaaTexOff(tex, posM, FxaaInt2(-1, 0), rcpFrame.xy).w;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
float maxSM = max(lumaS, lumaM);
|
|
float minSM = min(lumaS, lumaM);
|
|
float maxESM = max(lumaE, maxSM);
|
|
float minESM = min(lumaE, minSM);
|
|
float maxWN = max(lumaN, lumaW);
|
|
float minWN = min(lumaN, lumaW);
|
|
float rangeMax = max(maxWN, maxESM);
|
|
float rangeMin = min(minWN, minESM);
|
|
float rangeMaxScaled = rangeMax * FXAA_QUALITY_EDGE_THRESHOLD;
|
|
float range = rangeMax - rangeMin;
|
|
float rangeMaxClamped = max(FXAA_QUALITY_EDGE_THRESHOLD_MIN, rangeMaxScaled);
|
|
bool earlyExit = range < rangeMaxClamped;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(earlyExit)
|
|
#if (FXAA_DISCARD == 1)
|
|
FxaaDiscard;
|
|
#else
|
|
return rgbyM;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GATHER4_ALPHA == 0)
|
|
float lumaNW = FxaaTexOff(tex, posM, FxaaInt2(-1,-1), rcpFrame.xy).w;
|
|
float lumaSE = FxaaTexOff(tex, posM, FxaaInt2( 1, 1), rcpFrame.xy).w;
|
|
float lumaNE = FxaaTexOff(tex, posM, FxaaInt2( 1,-1), rcpFrame.xy).w;
|
|
float lumaSW = FxaaTexOff(tex, posM, FxaaInt2(-1, 1), rcpFrame.xy).w;
|
|
#else
|
|
float lumaNE = FxaaTexOff(tex, posM, FxaaInt2(1, -1), rcpFrame.xy).w;
|
|
float lumaSW = FxaaTexOff(tex, posM, FxaaInt2(-1, 1), rcpFrame.xy).w;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNS = lumaN + lumaS;
|
|
float lumaWE = lumaW + lumaE;
|
|
float subpixRcpRange = 1.0/range;
|
|
float subpixNSWE = lumaNS + lumaWE;
|
|
float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
|
float edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNESE = lumaNE + lumaSE;
|
|
float lumaNWNE = lumaNW + lumaNE;
|
|
float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
|
float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNWSW = lumaNW + lumaSW;
|
|
float lumaSWSE = lumaSW + lumaSE;
|
|
float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
|
float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
|
float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
|
float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
|
float edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
|
float edgeVert = abs(edgeVert3) + edgeVert4;
|
|
/*--------------------------------------------------------------------------*/
|
|
float subpixNWSWNESE = lumaNWSW + lumaNESE;
|
|
float lengthSign = rcpFrame.x;
|
|
bool horzSpan = edgeHorz >= edgeVert;
|
|
float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!horzSpan) lumaN = lumaW;
|
|
if(!horzSpan) lumaS = lumaE;
|
|
if(horzSpan) lengthSign = rcpFrame.y;
|
|
float subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
|
/*--------------------------------------------------------------------------*/
|
|
float gradientN = lumaN - lumaM;
|
|
float gradientS = lumaS - lumaM;
|
|
float lumaNN = lumaN + lumaM;
|
|
float lumaSS = lumaS + lumaM;
|
|
bool pairN = abs(gradientN) >= abs(gradientS);
|
|
float gradient = max(abs(gradientN), abs(gradientS));
|
|
if(pairN) lengthSign = -lengthSign;
|
|
float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
|
/*--------------------------------------------------------------------------*/
|
|
float2 posB;
|
|
posB.x = posM.x;
|
|
posB.y = posM.y;
|
|
float2 offNP;
|
|
offNP.x = (!horzSpan) ? 0.0 : rcpFrame.x;
|
|
offNP.y = ( horzSpan) ? 0.0 : rcpFrame.y;
|
|
if(!horzSpan) posB.x += lengthSign * 0.5;
|
|
if( horzSpan) posB.y += lengthSign * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
float2 posN;
|
|
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
|
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
|
float2 posP;
|
|
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
|
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
|
float subpixD = ((-2.0)*subpixC) + 3.0;
|
|
float lumaEndN = FxaaTexTop(tex, posN).w;
|
|
float subpixE = subpixC * subpixC;
|
|
float lumaEndP = FxaaTexTop(tex, posP).w;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!pairN) lumaNN = lumaSS;
|
|
float gradientScaled = gradient * 1.0/4.0;
|
|
float lumaMM = lumaM - lumaNN * 0.5;
|
|
float subpixF = subpixD * subpixE;
|
|
bool lumaMLTZero = lumaMM < 0.0;
|
|
/*--------------------------------------------------------------------------*/
|
|
lumaEndN -= lumaNN * 0.5;
|
|
lumaEndP -= lumaNN * 0.5;
|
|
bool doneN = abs(lumaEndN) >= gradientScaled;
|
|
bool doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
|
bool doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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_P2;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PS > 3)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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_P3;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PS > 4)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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_P4;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PS > 5)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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_P5;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PS > 6)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 7)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 8)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 9)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 10)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 11)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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 (FXAA_QUALITY_PS > 12)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
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;
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
/*--------------------------------------------------------------------------*/
|
|
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 * FXAA_QUALITY_SUBPIX;
|
|
/*--------------------------------------------------------------------------*/
|
|
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
#if (FXAA_DISCARD == 1)
|
|
return FxaaTexTop(tex, posM);
|
|
#else
|
|
return float4(FxaaTexTop(tex, posM).xyz, lumaM);
|
|
#endif
|
|
}
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
#ifdef SHADER_MODEL
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
{
|
|
PS_OUTPUT output;
|
|
|
|
float2 pos = input.t;
|
|
float4 posPos = (float4)0;
|
|
|
|
FxaaTex tex;
|
|
|
|
#if SHADER_MODEL >= 0x400
|
|
|
|
tex.tex = Texture;
|
|
tex.smpl = TextureSampler;
|
|
|
|
#else
|
|
|
|
tex = Texture;
|
|
|
|
#endif
|
|
|
|
output.c = FxaaPixelShader(pos, posPos, tex, _rcpFrame.xy, _rcpFrameOpt);
|
|
|
|
return output;
|
|
}
|
|
#endif
|
|
|
|
#if (FXAA_GLSL_130 == 1)
|
|
void ps_main()
|
|
{
|
|
vec2 pos = PSin_t;
|
|
vec4 posPos = vec4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
SV_Target0 = FxaaPixelShader(pos, posPos, TextureSampler, _rcpFrame.xy, _rcpFrameOpt);
|
|
}
|
|
#endif
|
|
|
|
#endif
|