|
@@ -0,0 +1,934 @@
|
|
|
|
|
+#include "$ENGINE$\PPBase.bslinc"
|
|
|
|
|
+
|
|
|
|
|
+shader PPFXAA
|
|
|
|
|
+{
|
|
|
|
|
+ mixin PPBase;
|
|
|
|
|
+
|
|
|
|
|
+ code
|
|
|
|
|
+ {
|
|
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
|
|
+ // File: FXAA\media/FXAA.hlsl
|
|
|
|
|
+ // SDK Version: v1.2
|
|
|
|
|
+ // Email: [email protected]
|
|
|
|
|
+ // Site: http://developer.nvidia.com/
|
|
|
|
|
+ //
|
|
|
|
|
+ // Copyright (c) 2014, 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.
|
|
|
|
|
+ //
|
|
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
|
|
+ /*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
|
|
|
|
|
+
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ INTEGRATION CHECKLIST
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ (1.)
|
|
|
|
|
+ In the shader source, setup defines for the desired configuration.
|
|
|
|
|
+ When providing multiple shaders (for different presets),
|
|
|
|
|
+ simply setup the defines differently in multiple files.
|
|
|
|
|
+ Example,
|
|
|
|
|
+
|
|
|
|
|
+ #define FXAA_PC 1
|
|
|
|
|
+ #define FXAA_HLSL_5 1
|
|
|
|
|
+ #define FXAA_QUALITY__PRESET 12
|
|
|
|
|
+
|
|
|
|
|
+ Or,
|
|
|
|
|
+
|
|
|
|
|
+ #define FXAA_360 1
|
|
|
|
|
+
|
|
|
|
|
+ Or,
|
|
|
|
|
+
|
|
|
|
|
+ #define FXAA_PS3 1
|
|
|
|
|
+
|
|
|
|
|
+ Etc.
|
|
|
|
|
+
|
|
|
|
|
+ (2.)
|
|
|
|
|
+ Then include this file,
|
|
|
|
|
+
|
|
|
|
|
+ #include "Fxaa3_11.h"
|
|
|
|
|
+
|
|
|
|
|
+ (3.)
|
|
|
|
|
+ Then call the FXAA pixel shader from within your desired shader.
|
|
|
|
|
+ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
|
|
|
|
|
+ As for FXAA 3.11 all inputs for all shaders are the same
|
|
|
|
|
+ to enable easy porting between platforms.
|
|
|
|
|
+
|
|
|
|
|
+ return FxaaPixelShader(...);
|
|
|
|
|
+
|
|
|
|
|
+ (4.)
|
|
|
|
|
+ Insure pass prior to FXAA outputs RGBL (see next section).
|
|
|
|
|
+ Or use,
|
|
|
|
|
+
|
|
|
|
|
+ #define FXAA_GREEN_AS_LUMA 1
|
|
|
|
|
+
|
|
|
|
|
+ (5.)
|
|
|
|
|
+ Setup engine to provide the following constants
|
|
|
|
|
+ which are used in the FxaaPixelShader() inputs,
|
|
|
|
|
+
|
|
|
|
|
+ FxaaFloat2 fxaaQualityRcpFrame,
|
|
|
|
|
+ FxaaFloat fxaaQualitySubpix,
|
|
|
|
|
+ FxaaFloat fxaaQualityEdgeThreshold,
|
|
|
|
|
+ FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
|
|
|
+
|
|
|
|
|
+ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
|
|
|
|
|
+
|
|
|
|
|
+ (6.)
|
|
|
|
|
+ Have FXAA vertex shader run as a full screen triangle,
|
|
|
|
|
+ and output "pos" and "fxaaConsolePosPos"
|
|
|
|
|
+ such that inputs in the pixel shader provide,
|
|
|
|
|
+
|
|
|
|
|
+ // {xy} = center of pixel
|
|
|
|
|
+ FxaaFloat2 pos,
|
|
|
|
|
+
|
|
|
|
|
+ // {xy__} = upper left of pixel
|
|
|
|
|
+ // {__zw} = lower right of pixel
|
|
|
|
|
+ FxaaFloat4 fxaaConsolePosPos,
|
|
|
|
|
+
|
|
|
|
|
+ (7.)
|
|
|
|
|
+ Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ INTEGRATION - RGBL AND COLORSPACE
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ FXAA3 requires RGBL as input unless the following is set,
|
|
|
|
|
+
|
|
|
|
|
+ #define FXAA_GREEN_AS_LUMA 1
|
|
|
|
|
+
|
|
|
|
|
+ In which case the engine uses green in place of luma,
|
|
|
|
|
+ and requires RGB input is in a non-linear colorspace.
|
|
|
|
|
+
|
|
|
|
|
+ RGB should be LDR (low dynamic range).
|
|
|
|
|
+ Specifically do FXAA after tonemapping.
|
|
|
|
|
+
|
|
|
|
|
+ RGB data as returned by a texture fetch can be non-linear,
|
|
|
|
|
+ or linear when FXAA_GREEN_AS_LUMA is not set.
|
|
|
|
|
+ Note an "sRGB format" texture counts as linear,
|
|
|
|
|
+ because the result of a texture fetch is linear data.
|
|
|
|
|
+ Regular "RGBA8" textures in the sRGB colorspace are non-linear.
|
|
|
|
|
+
|
|
|
|
|
+ If FXAA_GREEN_AS_LUMA is not set,
|
|
|
|
|
+ luma must be stored in the alpha channel prior to running FXAA.
|
|
|
|
|
+ This luma should be in a perceptual space (could be gamma 2.0).
|
|
|
|
|
+ Example pass before FXAA where output is gamma 2.0 encoded,
|
|
|
|
|
+
|
|
|
|
|
+ color.rgb = ToneMap(color.rgb); // linear color output
|
|
|
|
|
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
|
|
|
|
|
+ return color;
|
|
|
|
|
+
|
|
|
|
|
+ To use FXAA,
|
|
|
|
|
+
|
|
|
|
|
+ color.rgb = ToneMap(color.rgb); // linear color output
|
|
|
|
|
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
|
|
|
|
|
+ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
|
|
|
|
|
+ return color;
|
|
|
|
|
+
|
|
|
|
|
+ Another example where output is linear encoded,
|
|
|
|
|
+ say for instance writing to an sRGB formated render target,
|
|
|
|
|
+ where the render target does the conversion back to sRGB after blending,
|
|
|
|
|
+
|
|
|
|
|
+ color.rgb = ToneMap(color.rgb); // linear color output
|
|
|
|
|
+ return color;
|
|
|
|
|
+
|
|
|
|
|
+ To use FXAA,
|
|
|
|
|
+
|
|
|
|
|
+ color.rgb = ToneMap(color.rgb); // linear color output
|
|
|
|
|
+ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
|
|
|
|
|
+ return color;
|
|
|
|
|
+
|
|
|
|
|
+ Getting luma correct is required for the algorithm to work correctly.
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ BEING LINEARLY CORRECT?
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ Applying FXAA to a framebuffer with linear RGB color will look worse.
|
|
|
|
|
+ This is very counter intuitive, but happends to be true in this case.
|
|
|
|
|
+ The reason is because dithering artifacts will be more visiable
|
|
|
|
|
+ in a linear colorspace.
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ COMPLEX INTEGRATION
|
|
|
|
|
+ ------------------------------------------------------------------------------
|
|
|
|
|
+ Q. What if the engine is blending into RGB before wanting to run FXAA?
|
|
|
|
|
+
|
|
|
|
|
+ A. In the last opaque pass prior to FXAA,
|
|
|
|
|
+ have the pass write out luma into alpha.
|
|
|
|
|
+ Then blend into RGB only.
|
|
|
|
|
+ FXAA should be able to run ok
|
|
|
|
|
+ assuming the blending pass did not any add aliasing.
|
|
|
|
|
+ This should be the common case for particles and common blending passes.
|
|
|
|
|
+
|
|
|
|
|
+ A. Or use FXAA_GREEN_AS_LUMA.
|
|
|
|
|
+
|
|
|
|
|
+ ============================================================================*/
|
|
|
|
|
+
|
|
|
|
|
+ /*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+ INTEGRATION KNOBS
|
|
|
|
|
+
|
|
|
|
|
+ ============================================================================*/
|
|
|
|
|
+ #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 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_GATHER4_ALPHA
|
|
|
|
|
+ #define FXAA_GATHER4_ALPHA 1
|
|
|
|
|
+ #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
|
|
|
|
|
+
|
|
|
|
|
+ SamplerState gInputSamp;
|
|
|
|
|
+ Texture2D gInputTex;
|
|
|
|
|
+
|
|
|
|
|
+ /*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+ API PORTING
|
|
|
|
|
+
|
|
|
|
|
+ ============================================================================*/
|
|
|
|
|
+ #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)
|
|
|
|
|
+
|
|
|
|
|
+ #define FxaaInt2 int2
|
|
|
|
|
+ #define FxaaTexTop(p) gInputTex.SampleLevel(gInputSamp, p, 0.0)
|
|
|
|
|
+ #define FxaaTexOff(p, o, r) gInputTex.SampleLevel(gInputSamp, p, 0.0, o)
|
|
|
|
|
+ #define FxaaTexAlpha4(p) gInputTex.GatherAlpha(gInputSamp, p)
|
|
|
|
|
+ #define FxaaTexOffAlpha4(p, o) gInputTex.GatherAlpha(gInputSamp, p, o)
|
|
|
|
|
+ #define FxaaTexGreen4(p) gInputTex.GatherGreen(gInputSamp, p)
|
|
|
|
|
+ #define FxaaTexOffGreen4(p, o) gInputTex.GatherGreen(gInputSamp, p, o)
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ /*============================================================================
|
|
|
|
|
+ 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
|
|
|
|
|
+
|
|
|
|
|
+ ============================================================================*/
|
|
|
|
|
+ FxaaFloat4 FxaaPixelShader(
|
|
|
|
|
+ //
|
|
|
|
|
+ // Use noperspective interpolation here (turn off perspective interpolation).
|
|
|
|
|
+ // {xy} = center of pixel
|
|
|
|
|
+ FxaaFloat2 pos,
|
|
|
|
|
+ //
|
|
|
|
|
+ // 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 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
|
|
|
|
|
+ ) {
|
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
|
+ FxaaFloat2 posM;
|
|
|
|
|
+ posM.x = pos.x;
|
|
|
|
|
+ posM.y = pos.y;
|
|
|
|
|
+ #if (FXAA_GATHER4_ALPHA == 1)
|
|
|
|
|
+ #if (FXAA_DISCARD == 0)
|
|
|
|
|
+ FxaaFloat4 rgbyM = FxaaTexTop(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(posM);
|
|
|
|
|
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(posM, FxaaInt2(-1, -1));
|
|
|
|
|
+ #else
|
|
|
|
|
+ FxaaFloat4 luma4A = FxaaTexGreen4(posM);
|
|
|
|
|
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(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(posM);
|
|
|
|
|
+ #if (FXAA_GREEN_AS_LUMA == 0)
|
|
|
|
|
+ #define lumaM rgbyM.w
|
|
|
|
|
+ #else
|
|
|
|
|
+ #define lumaM rgbyM.y
|
|
|
|
|
+ #endif
|
|
|
|
|
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ #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)
|
|
|
|
|
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ #else
|
|
|
|
|
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(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(posN));
|
|
|
|
|
+ FxaaFloat subpixE = subpixC * subpixC;
|
|
|
|
|
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posN.xy));
|
|
|
|
|
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(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(posM);
|
|
|
|
|
+ #else
|
|
|
|
|
+ return FxaaFloat4(FxaaTexTop(posM).xyz, lumaM);
|
|
|
|
|
+ #endif
|
|
|
|
|
+ }
|
|
|
|
|
+ /*==========================================================================*/
|
|
|
|
|
+
|
|
|
|
|
+ [internal]
|
|
|
|
|
+ cbuffer Input
|
|
|
|
|
+ {
|
|
|
|
|
+ float2 gInvTexSize;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ float4 fsmain(VStoFS input) : SV_Target0
|
|
|
|
|
+ {
|
|
|
|
|
+ return FxaaPixelShader(input.uv0, gInvTexSize, 0.75f, 0.166f, 0.0833f);
|
|
|
|
|
+ }
|
|
|
|
|
+ };
|
|
|
|
|
+};
|