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- #include "$ENGINE$\PPBase.bslinc"
- technique 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);
- }
- };
- };
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