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FXAA 3.11 WebGL port
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// FXAA 3.11 implementation by NVIDIA (github.com/NVIDIAGameWorks/GraphicsSamples) | |
// Ported to WebGL by Agost Biro (github.com/abiro) | |
//---------------------------------------------------------------------------------- | |
// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag | |
// SDK Version: v3.00 | |
// Email: [email protected] | |
// Site: http://developer.nvidia.com/ | |
// | |
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. | |
// | |
// Redistribution and use in source and binary forms, with or without | |
// modification, are permitted provided that the following conditions | |
// are met: | |
// * Redistributions of source code must retain the above copyright | |
// notice, this list of conditions and the following disclaimer. | |
// * Redistributions in binary form must reproduce the above copyright | |
// notice, this list of conditions and the following disclaimer in the | |
// documentation and/or other materials provided with the distribution. | |
// * Neither the name of NVIDIA CORPORATION nor the names of its | |
// contributors may be used to endorse or promote products derived | |
// from this software without specific prior written permission. | |
// | |
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY | |
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | |
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
// | |
//---------------------------------------------------------------------------------- | |
#define FXAA_PC 1 | |
#define FXAA_GLSL_100 1 | |
#define FXAA_QUALITY_PRESET 12 | |
#define FXAA_GREEN_AS_LUMA 1 | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_PC_CONSOLE | |
// | |
// The console algorithm for PC is included | |
// for developers targeting really low spec machines. | |
// Likely better to just run FXAA_PC, and use a really low preset. | |
// | |
#define FXAA_PC_CONSOLE 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GLSL_120 | |
#define FXAA_GLSL_120 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GLSL_130 | |
#define FXAA_GLSL_130 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_3 | |
#define FXAA_HLSL_3 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_4 | |
#define FXAA_HLSL_4 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_5 | |
#define FXAA_HLSL_5 0 | |
#endif | |
/*==========================================================================*/ | |
#ifndef FXAA_GREEN_AS_LUMA | |
// | |
// For those using non-linear color, | |
// and either not able to get luma in alpha, or not wanting to, | |
// this enables FXAA to run using green as a proxy for luma. | |
// So with this enabled, no need to pack luma in alpha. | |
// | |
// This will turn off AA on anything which lacks some amount of green. | |
// Pure red and blue or combination of only R and B, will get no AA. | |
// | |
// Might want to lower the settings for both, | |
// fxaaConsoleEdgeThresholdMin | |
// fxaaQualityEdgeThresholdMin | |
// In order to insure AA does not get turned off on colors | |
// which contain a minor amount of green. | |
// | |
// 1 = On. | |
// 0 = Off. | |
// | |
#define FXAA_GREEN_AS_LUMA 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_EARLY_EXIT | |
// | |
// Controls algorithm's early exit path. | |
// On PS3 turning this ON adds 2 cycles to the shader. | |
// On 360 turning this OFF adds 10ths of a millisecond to the shader. | |
// Turning this off on console will result in a more blurry image. | |
// So this defaults to on. | |
// | |
// 1 = On. | |
// 0 = Off. | |
// | |
#define FXAA_EARLY_EXIT 1 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_DISCARD | |
// | |
// Only valid for PC OpenGL currently. | |
// Probably will not work when FXAA_GREEN_AS_LUMA = 1. | |
// | |
// 1 = Use discard on pixels which don't need AA. | |
// For APIs which enable concurrent TEX+ROP from same surface. | |
// 0 = Return unchanged color on pixels which don't need AA. | |
// | |
#define FXAA_DISCARD 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_FAST_PIXEL_OFFSET | |
// | |
// Used for GLSL 120 only. | |
// | |
// 1 = GL API supports fast pixel offsets | |
// 0 = do not use fast pixel offsets | |
// | |
#ifdef GL_EXT_gpu_shader4 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifdef GL_NV_gpu_shader5 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifdef GL_ARB_gpu_shader5 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifndef FXAA_FAST_PIXEL_OFFSET | |
#define FXAA_FAST_PIXEL_OFFSET 0 | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GATHER4_ALPHA | |
// | |
// 1 = API supports gather4 on alpha channel. | |
// 0 = API does not support gather4 on alpha channel. | |
// | |
#if (FXAA_HLSL_5 == 1) | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifdef GL_ARB_gpu_shader5 | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifdef GL_NV_gpu_shader5 | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifndef FXAA_GATHER4_ALPHA | |
#define FXAA_GATHER4_ALPHA 0 | |
#endif | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - TUNING KNOBS | |
------------------------------------------------------------------------------ | |
NOTE the other tuning knobs are now in the shader function inputs! | |
============================================================================*/ | |
#ifndef FXAA_QUALITY_PRESET | |
// | |
// Choose the quality preset. | |
// This needs to be compiled into the shader as it effects code. | |
// Best option to include multiple presets is to | |
// in each shader define the preset, then include this file. | |
// | |
// OPTIONS | |
// ----------------------------------------------------------------------- | |
// 10 to 15 - default medium dither (10=fastest, 15=highest quality) | |
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) | |
// 39 - no dither, very expensive | |
// | |
// NOTES | |
// ----------------------------------------------------------------------- | |
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default) | |
// 13 = about same speed as FXAA 3.9 and better than 12 | |
// 23 = closest to FXAA 3.9 visually and performance wise | |
// _ = the lowest digit is directly related to performance | |
// _ = the highest digit is directly related to style | |
// | |
#define FXAA_QUALITY_PRESET 12 | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - PRESETS | |
============================================================================*/ | |
/*============================================================================ | |
FXAA QUALITY - MEDIUM DITHER PRESETS | |
============================================================================*/ | |
#if (FXAA_QUALITY_PRESET == 10) | |
#define FXAA_QUALITY_PS 3 | |
#define FXAA_QUALITY_P0 1.5 | |
#define FXAA_QUALITY_P1 3.0 | |
#define FXAA_QUALITY_P2 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY_PRESET == 11) | |
#define FXAA_QUALITY_PS 4 | |
#define FXAA_QUALITY_P0 1.0 | |
#define FXAA_QUALITY_P1 1.5 | |
#define FXAA_QUALITY_P2 3.0 | |
#define FXAA_QUALITY_P3 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY_PRESET == 12) | |
#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 4.0 | |
#define FXAA_QUALITY_P4 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY_PRESET == 13) | |
#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 4.0 | |
#define FXAA_QUALITY_P5 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY_PRESET == 14) | |
#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_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) | |
#define FxaaBool bool | |
#define FxaaDiscard discard | |
#define FxaaFloat float | |
#define FxaaFloat2 vec2 | |
#define FxaaFloat3 vec3 | |
#define FxaaFloat4 vec4 | |
#define FxaaHalf float | |
#define FxaaHalf2 vec2 | |
#define FxaaHalf3 vec3 | |
#define FxaaHalf4 vec4 | |
#define FxaaInt2 ivec2 | |
#define FxaaSat(x) clamp(x, 0.0, 1.0) | |
#define FxaaTex sampler2D | |
#else | |
#define FxaaBool bool | |
#define FxaaDiscard clip(-1) | |
#define FxaaFloat float | |
#define FxaaFloat2 float2 | |
#define FxaaFloat3 float3 | |
#define FxaaFloat4 float4 | |
#define FxaaHalf half | |
#define FxaaHalf2 half2 | |
#define FxaaHalf3 half3 | |
#define FxaaHalf4 half4 | |
#define FxaaSat(x) saturate(x) | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#define FxaaTexTop(t, p) texture2D(t, p, 0.0) | |
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0) | |
#if (FXAA_GLSL_100 == 1) | |
// #define FxaaTexTop(t, p) texture2D(t, p, 0.0) | |
// #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0) | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#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 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) textureGather(t, p, 3) | |
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) | |
#define FxaaTexGreen4(t, p) textureGather(t, p, 1) | |
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GLSL_130 == 1) | |
// Requires "#version 130" or better | |
#define FxaaTexTop(t, p) textureLod(t, p, 0.0) | |
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) | |
#if (FXAA_GATHER4_ALPHA == 1) | |
// use #extension GL_ARB_gpu_shader5 : enable | |
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) | |
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) | |
#define FxaaTexGreen4(t, p) textureGather(t, p, 1) | |
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_HLSL_3 == 1) | |
#define FxaaInt2 float2 | |
#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 | |
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 | |
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) t.tex.GatherAlpha(t.smpl, p) | |
#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) | |
#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) | |
#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) | |
#endif | |
/*============================================================================ | |
GREEN AS LUMA OPTION SUPPORT FUNCTION | |
============================================================================*/ | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } | |
#else | |
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } | |
#endif | |
/*============================================================================ | |
FXAA3 QUALITY - PC | |
============================================================================*/ | |
#if (FXAA_PC == 1) | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 FxaaPixelShader( | |
// | |
// Use noperspective interpolation here (turn off perspective interpolation). | |
// {xy} = center of pixel | |
FxaaFloat2 pos, | |
// | |
// Used only for FXAA Console, and not used on the 360 version. | |
// Use noperspective interpolation here (turn off perspective interpolation). | |
// {xy_} = upper left of pixel | |
// {_zw} = lower right of pixel | |
FxaaFloat4 fxaaConsolePosPos, | |
// | |
// Input color texture. | |
// {rgb_} = color in linear or perceptual color space | |
// if (FXAA_GREEN_AS_LUMA == 0) | |
// {__a} = luma in perceptual color space (not linear) | |
FxaaTex tex, | |
// | |
// Only used on the optimized 360 version of FXAA Console. | |
// For everything but 360, just use the same input here as for "tex". | |
// For 360, same texture, just alias with a 2nd sampler. | |
// This sampler needs to have an exponent bias of -1. | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
// | |
// Only used on the optimized 360 version of FXAA Console. | |
// For everything but 360, just use the same input here as for "tex". | |
// For 360, same texture, just alias with a 3nd sampler. | |
// This sampler needs to have an exponent bias of -2. | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
// | |
// Only used on FXAA Quality. | |
// This must be from a constant/uniform. | |
// {x_} = 1.0/screenWidthInPixels | |
// {_y} = 1.0/screenHeightInPixels | |
FxaaFloat2 fxaaQualityRcpFrame, | |
// | |
// Only used on FXAA Console. | |
// This must be from a constant/uniform. | |
// This effects sub-pixel AA quality and inversely sharpness. | |
// Where N ranges between, | |
// N = 0.50 (default) | |
// N = 0.33 (sharper) | |
// {x__} = -N/screenWidthInPixels | |
// {_y_} = -N/screenHeightInPixels | |
// {_z_} = N/screenWidthInPixels | |
// {__w} = N/screenHeightInPixels | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
// | |
// Only used on FXAA Console. | |
// Not used on 360, but used on PS3 and PC. | |
// This must be from a constant/uniform. | |
// {x__} = -2.0/screenWidthInPixels | |
// {_y_} = -2.0/screenHeightInPixels | |
// {_z_} = 2.0/screenWidthInPixels | |
// {__w} = 2.0/screenHeightInPixels | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
// | |
// Only used on FXAA Console. | |
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2. | |
// This must be from a constant/uniform. | |
// {x__} = 8.0/screenWidthInPixels | |
// {_y_} = 8.0/screenHeightInPixels | |
// {_z_} = -4.0/screenWidthInPixels | |
// {__w} = -4.0/screenHeightInPixels | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY_SUBPIX define. | |
// It is here now to allow easier tuning. | |
// Choose the amount of sub-pixel aliasing removal. | |
// This can effect sharpness. | |
// 1.00 - upper limit (softer) | |
// 0.75 - default amount of filtering | |
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal) | |
// 0.25 - almost off | |
// 0.00 - completely off | |
FxaaFloat fxaaQualitySubpix, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define. | |
// It is here now to allow easier tuning. | |
// The minimum amount of local contrast required to apply algorithm. | |
// 0.333 - too little (faster) | |
// 0.250 - low quality | |
// 0.166 - default | |
// 0.125 - high quality | |
// 0.063 - overkill (slower) | |
FxaaFloat fxaaQualityEdgeThreshold, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define. | |
// It is here now to allow easier tuning. | |
// Trims the algorithm from processing darks. | |
// 0.0833 - upper limit (default, the start of visible unfiltered edges) | |
// 0.0625 - high quality (faster) | |
// 0.0312 - visible limit (slower) | |
// Special notes when using FXAA_GREEN_AS_LUMA, | |
// Likely want to set this to zero. | |
// As colors that are mostly not-green | |
// will appear very dark in the green channel! | |
// Tune by looking at mostly non-green content, | |
// then start at zero and increase until aliasing is a problem. | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define. | |
// It is here now to allow easier tuning. | |
// This does not effect PS3, as this needs to be compiled in. | |
// Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3. | |
// Due to the PS3 being ALU bound, | |
// there are only three safe values here: 2 and 4 and 8. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// For all other platforms can be a non-power of two. | |
// 8.0 is sharper (default!!!) | |
// 4.0 is softer | |
// 2.0 is really soft (good only for vector graphics inputs) | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define. | |
// It is here now to allow easier tuning. | |
// This does not effect PS3, as this needs to be compiled in. | |
// Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3. | |
// Due to the PS3 being ALU bound, | |
// there are only two safe values here: 1/4 and 1/8. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// The console setting has a different mapping than the quality setting. | |
// Other platforms can use other values. | |
// 0.125 leaves less aliasing, but is softer (default!!!) | |
// 0.25 leaves more aliasing, and is sharper | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define. | |
// It is here now to allow easier tuning. | |
// Trims the algorithm from processing darks. | |
// The console setting has a different mapping than the quality setting. | |
// This only applies when FXAA_EARLY_EXIT is 1. | |
// This does not apply to PS3, | |
// PS3 was simplified to avoid more shader instructions. | |
// 0.06 - faster but more aliasing in darks | |
// 0.05 - default | |
// 0.04 - slower and less aliasing in darks | |
// Special notes when using FXAA_GREEN_AS_LUMA, | |
// Likely want to set this to zero. | |
// As colors that are mostly not-green | |
// will appear very dark in the green channel! | |
// Tune by looking at mostly non-green content, | |
// then start at zero and increase until aliasing is a problem. | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
// | |
// Extra constants for 360 FXAA Console only. | |
// Use zeros or anything else for other platforms. | |
// These must be in physical constant registers and NOT immedates. | |
// Immedates will result in compiler un-optimizing. | |
// {xyzw} = float4(1.0, -1.0, 0.25, -0.25) | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posM; | |
posM.x = pos.x; | |
posM.y = pos.y; | |
#if (FXAA_GATHER4_ALPHA == 1) | |
#if (FXAA_DISCARD == 0) | |
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
#define lumaM rgbyM.w | |
#else | |
#define lumaM rgbyM.y | |
#endif | |
#endif | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); | |
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); | |
#else | |
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); | |
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); | |
#endif | |
#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 | |
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
#define lumaM rgbyM.w | |
#else | |
#define lumaM rgbyM.y | |
#endif | |
#if (FXAA_GLSL_100 == 1) | |
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy)); | |
#else | |
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat maxSM = max(lumaS, lumaM); | |
FxaaFloat minSM = min(lumaS, lumaM); | |
FxaaFloat maxESM = max(lumaE, maxSM); | |
FxaaFloat minESM = min(lumaE, minSM); | |
FxaaFloat maxWN = max(lumaN, lumaW); | |
FxaaFloat minWN = min(lumaN, lumaW); | |
FxaaFloat rangeMax = max(maxWN, maxESM); | |
FxaaFloat rangeMin = min(minWN, minESM); | |
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; | |
FxaaFloat range = rangeMax - rangeMin; | |
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); | |
FxaaBool earlyExit = range < rangeMaxClamped; | |
/*--------------------------------------------------------------------------*/ | |
if(earlyExit) | |
#if (FXAA_DISCARD == 1) | |
FxaaDiscard; | |
#else | |
return rgbyM; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GATHER4_ALPHA == 0) | |
#if (FXAA_GLSL_100 == 1) | |
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy)); | |
#else | |
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); | |
#endif | |
#else | |
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNS = lumaN + lumaS; | |
FxaaFloat lumaWE = lumaW + lumaE; | |
FxaaFloat subpixRcpRange = 1.0/range; | |
FxaaFloat subpixNSWE = lumaNS + lumaWE; | |
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; | |
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNESE = lumaNE + lumaSE; | |
FxaaFloat lumaNWNE = lumaNW + lumaNE; | |
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; | |
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNWSW = lumaNW + lumaSW; | |
FxaaFloat lumaSWSE = lumaSW + lumaSE; | |
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); | |
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); | |
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; | |
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; | |
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; | |
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; | |
FxaaFloat lengthSign = fxaaQualityRcpFrame.x; | |
FxaaBool horzSpan = edgeHorz >= edgeVert; | |
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; | |
/*--------------------------------------------------------------------------*/ | |
if(!horzSpan) lumaN = lumaW; | |
if(!horzSpan) lumaS = lumaE; | |
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; | |
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat gradientN = lumaN - lumaM; | |
FxaaFloat gradientS = lumaS - lumaM; | |
FxaaFloat lumaNN = lumaN + lumaM; | |
FxaaFloat lumaSS = lumaS + lumaM; | |
FxaaBool pairN = abs(gradientN) >= abs(gradientS); | |
FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); | |
if(pairN) lengthSign = -lengthSign; | |
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posB; | |
posB.x = posM.x; | |
posB.y = posM.y; | |
FxaaFloat2 offNP; | |
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; | |
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; | |
if(!horzSpan) posB.x += lengthSign * 0.5; | |
if( horzSpan) posB.y += lengthSign * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posN; | |
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0; | |
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0; | |
FxaaFloat2 posP; | |
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0; | |
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0; | |
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; | |
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); | |
FxaaFloat subpixE = subpixC * subpixC; | |
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); | |
/*--------------------------------------------------------------------------*/ | |
if(!pairN) lumaNN = lumaSS; | |
FxaaFloat gradientScaled = gradient * 1.0/4.0; | |
FxaaFloat lumaMM = lumaM - lumaNN * 0.5; | |
FxaaFloat subpixF = subpixD * subpixE; | |
FxaaBool lumaMLTZero = lumaMM < 0.0; | |
/*--------------------------------------------------------------------------*/ | |
lumaEndN -= lumaNN * 0.5; | |
lumaEndP -= lumaNN * 0.5; | |
FxaaBool doneN = abs(lumaEndN) >= gradientScaled; | |
FxaaBool doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1; | |
FxaaBool 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 = 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_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 = 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_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 = 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_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 = 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_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 = 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 (FXAA_QUALITY_PS > 7) | |
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 (FXAA_QUALITY_PS > 8) | |
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 (FXAA_QUALITY_PS > 9) | |
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 (FXAA_QUALITY_PS > 10) | |
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 (FXAA_QUALITY_PS > 11) | |
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 (FXAA_QUALITY_PS > 12) | |
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; | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat dstN = posM.x - posN.x; | |
FxaaFloat dstP = posP.x - posM.x; | |
if(!horzSpan) dstN = posM.y - posN.y; | |
if(!horzSpan) dstP = posP.y - posM.y; | |
/*--------------------------------------------------------------------------*/ | |
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; | |
FxaaFloat spanLength = (dstP + dstN); | |
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; | |
FxaaFloat spanLengthRcp = 1.0/spanLength; | |
/*--------------------------------------------------------------------------*/ | |
FxaaBool directionN = dstN < dstP; | |
FxaaFloat dst = min(dstN, dstP); | |
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; | |
FxaaFloat subpixG = subpixF * subpixF; | |
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; | |
FxaaFloat subpixH = subpixG * fxaaQualitySubpix; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; | |
FxaaFloat 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 FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); | |
#endif | |
} | |
/*==========================================================================*/ | |
#endif |
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