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+//----------------------------------------------------------------------------------
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+//
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+// Copyright (c) 2014, NVIDIA CORPORATION. All rights reserved.
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+//
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+// Redistribution and use in source and binary forms, with or without
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+// modification, are permitted provided that the following conditions
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+// are met:
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+// * Redistributions of source code must retain the above copyright
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+// notice, this list of conditions and the following disclaimer.
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+// * Redistributions in binary form must reproduce the above copyright
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+// notice, this list of conditions and the following disclaimer in the
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+// documentation and/or other materials provided with the distribution.
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+// * Neither the name of NVIDIA CORPORATION nor the names of its
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+// contributors may be used to endorse or promote products derived
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+// from this software without specific prior written permission.
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+//
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+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+//
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+//----------------------------------------------------------------------------------
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+/*============================================================================
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+
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+
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+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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+
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+------------------------------------------------------------------------------
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+
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+ Modified for Urho3D
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+
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+============================================================================*/
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+
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+/*==========================================================================*/
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+//
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+// Urho3D specific preparations
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+//
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+/*--------------------------------------------------------------------------*/
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+
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+#include "Uniforms.glsl"
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+#include "Samplers.glsl"
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+#include "Transform.glsl"
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+#include "ScreenPos.glsl"
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+
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+varying vec2 vScreenPos;
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+
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+/*==========================================================================*/
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+//
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+// Shader Requirements
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+//
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+/*--------------------------------------------------------------------------*/
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+//define FXAA_GLSL_130 if GLSL version is >= 130
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+
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+//#define FXAA_GLSL_130
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+
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+
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+/*--------------------------------------------------------------------------*/
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+//Messing with these extensions seems dangerous...
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+
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+//#extension GL_EXT_gpu_shader4 : enable
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+//#extension GL_NV_gpu_shader5 : enable
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+//#extension GL_ARB_gpu_shader5 : enable
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+
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+/*==========================================================================*/
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+
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+#ifndef FXAA_FAST_PIXEL_OFFSET
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+ //
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+ // Used for GLSL 120 only.
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+ //
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+ // 1 = GL API supports fast pixel offsets
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+ // 0 = do not use fast pixel offsets
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+ //
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+ #ifdef GL_EXT_gpu_shader4
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifdef GL_NV_gpu_shader5
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifdef GL_ARB_gpu_shader5
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifndef FXAA_FAST_PIXEL_OFFSET
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+ #define FXAA_FAST_PIXEL_OFFSET 0
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+ #endif
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_GATHER4
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+ //
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+ // 1 = API supports gather4 on alpha channel.
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+ // 0 = API does not support gather4 on alpha channel.
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+ //
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+ #ifdef GL_ARB_gpu_shader5
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+ #define FXAA_GATHER4 1
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+ #endif
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+ #ifdef GL_NV_gpu_shader5
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+ #define FXAA_GATHER4 1
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+ #endif
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+ #ifndef FXAA_GATHER4
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+ #define FXAA_GATHER4 0
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+ #endif
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+#endif
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+
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+/*============================================================================
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+ FXAA QUALITY - TUNING KNOBS
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+------------------------------------------------------------------------------
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+NOTE the other tuning knobs are now in the shader function inputs!
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+============================================================================*/
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+#ifndef FXAA_QUALITY__PRESET
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+ //
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+ // Choose the quality preset.
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+ // This needs to be compiled into the shader as it effects code.
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+ // Best option to include multiple presets is to
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+ // in each shader define the preset, then include this file.
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+ //
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+ // OPTIONS
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+ // -----------------------------------------------------------------------
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+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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+ // 39 - no dither, very expensive
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+ //
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+ // NOTES
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+ // -----------------------------------------------------------------------
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+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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+ // 13 = about same speed as FXAA 3.9 and better than 12
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+ // 23 = closest to FXAA 3.9 visually and performance wise
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+ // _ = the lowest digit is directly related to performance
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+ // _ = the highest digit is directly related to style
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+ //
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+ #define FXAA_QUALITY__PRESET 12
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+#endif
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+
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+
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+/*============================================================================
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+
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+ FXAA QUALITY - PRESETS
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+
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+============================================================================*/
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+
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+/*============================================================================
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+ FXAA QUALITY - MEDIUM DITHER PRESETS
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+============================================================================*/
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+#if (FXAA_QUALITY__PRESET == 10)
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+ #define FXAA_QUALITY__PS 3
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+ #define FXAA_QUALITY__P0 1.5
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+ #define FXAA_QUALITY__P1 3.0
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+ #define FXAA_QUALITY__P2 12.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 11)
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+ #define FXAA_QUALITY__PS 4
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 3.0
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+ #define FXAA_QUALITY__P3 12.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 12)
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+ #define FXAA_QUALITY__PS 5
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 4.0
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+ #define FXAA_QUALITY__P4 12.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 13)
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+ #define FXAA_QUALITY__PS 6
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 4.0
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+ #define FXAA_QUALITY__P5 12.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 14)
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+ #define FXAA_QUALITY__PS 7
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 4.0
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+ #define FXAA_QUALITY__P6 12.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 15)
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+ #define FXAA_QUALITY__PS 8
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 2.0
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+ #define FXAA_QUALITY__P6 4.0
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+ #define FXAA_QUALITY__P7 12.0
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+#endif
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+
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+/*============================================================================
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+ FXAA QUALITY - LOW DITHER PRESETS
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+============================================================================*/
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+#if (FXAA_QUALITY__PRESET == 20)
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+ #define FXAA_QUALITY__PS 3
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+ #define FXAA_QUALITY__P0 1.5
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+ #define FXAA_QUALITY__P1 2.0
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+ #define FXAA_QUALITY__P2 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 21)
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+ #define FXAA_QUALITY__PS 4
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 22)
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+ #define FXAA_QUALITY__PS 5
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 23)
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+ #define FXAA_QUALITY__PS 6
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 24)
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+ #define FXAA_QUALITY__PS 7
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 3.0
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+ #define FXAA_QUALITY__P6 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 25)
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+ #define FXAA_QUALITY__PS 8
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 2.0
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+ #define FXAA_QUALITY__P6 4.0
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+ #define FXAA_QUALITY__P7 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 26)
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+ #define FXAA_QUALITY__PS 9
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 2.0
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+ #define FXAA_QUALITY__P6 2.0
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+ #define FXAA_QUALITY__P7 4.0
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+ #define FXAA_QUALITY__P8 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 27)
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+ #define FXAA_QUALITY__PS 10
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 2.0
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+ #define FXAA_QUALITY__P6 2.0
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+ #define FXAA_QUALITY__P7 2.0
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+ #define FXAA_QUALITY__P8 4.0
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+ #define FXAA_QUALITY__P9 8.0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#if (FXAA_QUALITY__PRESET == 28)
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+ #define FXAA_QUALITY__PS 11
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+ #define FXAA_QUALITY__P0 1.0
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+ #define FXAA_QUALITY__P1 1.5
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+ #define FXAA_QUALITY__P2 2.0
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+ #define FXAA_QUALITY__P3 2.0
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+ #define FXAA_QUALITY__P4 2.0
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+ #define FXAA_QUALITY__P5 2.0
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+ #define FXAA_QUALITY__P6 2.0
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+ #define FXAA_QUALITY__P7 2.0
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+ #define FXAA_QUALITY__P8 2.0
|
|
|
|
|
+ #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
|
|
|
|
|
+
|
|
|
|
|
+/*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+ Support Functions
|
|
|
|
|
+
|
|
|
|
|
+============================================================================*/
|
|
|
|
|
+
|
|
|
|
|
+float FxaaLuma(vec4 rgba) { return rgba.w; }
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+float CalcLuma(vec3 rgb)
|
|
|
|
|
+{
|
|
|
|
|
+ vec3 luma = vec3(0.299, 0.587, 0.114);
|
|
|
|
|
+ return dot(rgb, luma);
|
|
|
|
|
+}
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+vec4 MakeRGBA(vec3 rgb)
|
|
|
|
|
+{
|
|
|
|
|
+ return vec4(rgb, CalcLuma(rgb));
|
|
|
|
|
+}
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+#if (FXAA_GATHER4 == 1)
|
|
|
|
|
+ vec4 FxaaTex4(sampler2D t, vec2 p)
|
|
|
|
|
+ {
|
|
|
|
|
+ vec4 R = textureGather(t, p, 0);
|
|
|
|
|
+ vec4 G = textureGather(t, p, 1);
|
|
|
|
|
+ vec4 B = textureGather(t, p, 2);
|
|
|
|
|
+
|
|
|
|
|
+ float one = CalcLuma(vec3(R.r, G.r, B.r));
|
|
|
|
|
+ float two = CalcLuma(vec3(R.g, G.g, B.g));
|
|
|
|
|
+ float three = CalcLuma(vec3 (R.b, G.b, B.b));
|
|
|
|
|
+ float four = CalcLuma(vec3 (R.a, G.a, B.a));
|
|
|
|
|
+
|
|
|
|
|
+ return vec4(one, two, three, four);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ vec4 FxaaTexOff4(sampler2D t, vec2 p, ivec2 o)
|
|
|
|
|
+ {
|
|
|
|
|
+ vec4 R = textureGatherOffset(t, p, o, 0);
|
|
|
|
|
+ vec4 G = textureGatherOffset(t, p, o, 1);
|
|
|
|
|
+ vec4 B = textureGatherOffset(t, p, o, 2);
|
|
|
|
|
+
|
|
|
|
|
+ float one = CalcLuma(vec3(R.r, G.r, B.r));
|
|
|
|
|
+ float two = CalcLuma(vec3(R.g, G.g, B.g));
|
|
|
|
|
+ float three = CalcLuma(vec3 (R.b, G.b, B.b));
|
|
|
|
|
+ float four = CalcLuma(vec3 (R.a, G.a, B.a));
|
|
|
|
|
+
|
|
|
|
|
+ return vec4(one, two, three, four);
|
|
|
|
|
+ }
|
|
|
|
|
+#endif
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+#ifndef FXAA_GLSL_130
|
|
|
|
|
+ // 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) MakeRGBA(texture2DLod(t, p, 0.0).rgb)
|
|
|
|
|
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) MakeRGBA(texture2DLodOffset(t, p, 0.0, o).rgb)
|
|
|
|
|
+ #else
|
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) MakeRGBA(texture2DLod(t, p + (o * r), 0.0).rgb)
|
|
|
|
|
+ #endif
|
|
|
|
|
+#endif
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+#ifdef FXAA_GLSL_130
|
|
|
|
|
+ // Requires "#version 130" or better
|
|
|
|
|
+ #define FxaaTexTop(t, p) MakeRGBA(textureLod(t, p, 0.0).rgb)
|
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) MakeRGBA(textureLodOffset(t, p, 0.0, o).rgb)
|
|
|
|
|
+#endif
|
|
|
|
|
+
|
|
|
|
|
+/*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+ FXAA3 QUALITY - PC
|
|
|
|
|
+
|
|
|
|
|
+============================================================================*/
|
|
|
|
|
+vec4 FxaaPixelShader(
|
|
|
|
|
+ //
|
|
|
|
|
+ // Use noperspective interpolation here (turn off perspective interpolation).
|
|
|
|
|
+ // {xy} = center of pixel
|
|
|
|
|
+ vec2 pos,
|
|
|
|
|
+ //
|
|
|
|
|
+ // 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)
|
|
|
|
|
+ sampler2D tex,
|
|
|
|
|
+ //
|
|
|
|
|
+ // Only used on FXAA Quality.
|
|
|
|
|
+ // This must be from a constant/uniform.
|
|
|
|
|
+ // {x_} = 1.0/screenWidthInPixels
|
|
|
|
|
+ // {_y} = 1.0/screenHeightInPixels
|
|
|
|
|
+ vec2 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
|
|
|
|
|
+ float 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)
|
|
|
|
|
+ float 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.
|
|
|
|
|
+ float fxaaQualityEdgeThresholdMin
|
|
|
|
|
+) {
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ vec2 posM;
|
|
|
|
|
+ posM.x = pos.x;
|
|
|
|
|
+ posM.y = pos.y;
|
|
|
|
|
+
|
|
|
|
|
+ #if (FXAA_GATHER4 == 1)
|
|
|
|
|
+ vec4 rgbyM = FxaaTexTop(tex, posM);
|
|
|
|
|
+ vec4 luma4A = FxaaTex4(tex, posM);
|
|
|
|
|
+ vec4 luma4B = FxaaTexOff4(tex, posM, ivec2(-1, -1));
|
|
|
|
|
+ #define lumaM rgbyM.w
|
|
|
|
|
+ #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
|
|
|
|
|
+ vec4 rgbyM = FxaaTexTop(tex, posM);
|
|
|
|
|
+ #define lumaM rgbyM.y
|
|
|
|
|
+ float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ #endif
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float maxSM = max(lumaS, lumaM);
|
|
|
|
|
+ float minSM = min(lumaS, lumaM);
|
|
|
|
|
+ float maxESM = max(lumaE, maxSM);
|
|
|
|
|
+ float minESM = min(lumaE, minSM);
|
|
|
|
|
+ float maxWN = max(lumaN, lumaW);
|
|
|
|
|
+ float minWN = min(lumaN, lumaW);
|
|
|
|
|
+ float rangeMax = max(maxWN, maxESM);
|
|
|
|
|
+ float rangeMin = min(minWN, minESM);
|
|
|
|
|
+ float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
|
|
|
|
+ float range = rangeMax - rangeMin;
|
|
|
|
|
+ float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
|
|
|
|
+ bool earlyExit = range < rangeMaxClamped;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ if(earlyExit)
|
|
|
|
|
+ return FxaaTexTop(tex, pos);
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ #if (FXAA_GATHER4 == 0)
|
|
|
|
|
+ float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ #else
|
|
|
|
|
+ float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, -1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
|
+ #endif
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float lumaNS = lumaN + lumaS;
|
|
|
|
|
+ float lumaWE = lumaW + lumaE;
|
|
|
|
|
+ float subpixRcpRange = 1.0/range;
|
|
|
|
|
+ float subpixNSWE = lumaNS + lumaWE;
|
|
|
|
|
+ float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
|
|
|
|
+ float edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float lumaNESE = lumaNE + lumaSE;
|
|
|
|
|
+ float lumaNWNE = lumaNW + lumaNE;
|
|
|
|
|
+ float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
|
|
|
|
+ float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float lumaNWSW = lumaNW + lumaSW;
|
|
|
|
|
+ float lumaSWSE = lumaSW + lumaSE;
|
|
|
|
|
+ float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
|
|
|
|
+ float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
|
|
|
|
+ float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
|
|
|
|
+ float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
|
|
|
|
+ float edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
|
|
|
|
+ float edgeVert = abs(edgeVert3) + edgeVert4;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float subpixNWSWNESE = lumaNWSW + lumaNESE;
|
|
|
|
|
+ float lengthSign = fxaaQualityRcpFrame.x;
|
|
|
|
|
+ bool horzSpan = edgeHorz >= edgeVert;
|
|
|
|
|
+ float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ if(!horzSpan) lumaN = lumaW;
|
|
|
|
|
+ if(!horzSpan) lumaS = lumaE;
|
|
|
|
|
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
|
|
|
|
+ float subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float gradientN = lumaN - lumaM;
|
|
|
|
|
+ float gradientS = lumaS - lumaM;
|
|
|
|
|
+ float lumaNN = lumaN + lumaM;
|
|
|
|
|
+ float lumaSS = lumaS + lumaM;
|
|
|
|
|
+ bool pairN = abs(gradientN) >= abs(gradientS);
|
|
|
|
|
+ float gradient = max(abs(gradientN), abs(gradientS));
|
|
|
|
|
+ if(pairN) lengthSign = -lengthSign;
|
|
|
|
|
+ float subpixC = clamp((abs(subpixB) * subpixRcpRange), 0.0, 1.0);
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ vec2 posB;
|
|
|
|
|
+ posB.x = posM.x;
|
|
|
|
|
+ posB.y = posM.y;
|
|
|
|
|
+ vec2 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;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ vec2 posN;
|
|
|
|
|
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
|
|
|
|
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
|
|
|
|
+ vec2 posP;
|
|
|
|
|
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
|
|
|
|
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
|
|
|
|
+ float subpixD = ((-2.0)*subpixC) + 3.0;
|
|
|
|
|
+ float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
|
|
|
|
+ float subpixE = subpixC * subpixC;
|
|
|
|
|
+ float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ if(!pairN) lumaNN = lumaSS;
|
|
|
|
|
+ float gradientScaled = gradient * 1.0/4.0;
|
|
|
|
|
+ float lumaMM = lumaM - lumaNN * 0.5;
|
|
|
|
|
+ float subpixF = subpixD * subpixE;
|
|
|
|
|
+ bool lumaMLTZero = lumaMM < 0.0;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ lumaEndN -= lumaNN * 0.5;
|
|
|
|
|
+ lumaEndP -= lumaNN * 0.5;
|
|
|
|
|
+ bool doneN = abs(lumaEndN) >= gradientScaled;
|
|
|
|
|
+ bool doneP = abs(lumaEndP) >= gradientScaled;
|
|
|
|
|
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
|
|
|
|
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
|
|
|
|
+ bool doneNP = (!doneN) || (!doneP);
|
|
|
|
|
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
|
|
|
|
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ if(doneNP) {
|
|
|
|
|
+ if(!doneN) lumaEndN = 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
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ }
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float dstN = posM.x - posN.x;
|
|
|
|
|
+ float dstP = posP.x - posM.x;
|
|
|
|
|
+ if(!horzSpan) dstN = posM.y - posN.y;
|
|
|
|
|
+ if(!horzSpan) dstP = posP.y - posM.y;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
|
|
|
|
+ float spanLength = (dstP + dstN);
|
|
|
|
|
+ bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
|
|
|
|
+ float spanLengthRcp = 1.0/spanLength;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ bool directionN = dstN < dstP;
|
|
|
|
|
+ float dst = min(dstN, dstP);
|
|
|
|
|
+ bool goodSpan = directionN ? goodSpanN : goodSpanP;
|
|
|
|
|
+ float subpixG = subpixF * subpixF;
|
|
|
|
|
+ float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
|
|
|
|
+ float subpixH = subpixG * fxaaQualitySubpix;
|
|
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
|
|
+ float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
|
|
|
+ float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
|
|
|
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
|
|
|
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
|
|
|
+ return FxaaTexTop(tex, posM);
|
|
|
|
|
+}
|
|
|
|
|
+/*==========================================================================*/
|
|
|
|
|
+
|
|
|
|
|
+/*============================================================================
|
|
|
|
|
+
|
|
|
|
|
+ Urho3D Vertex- and Pixelshader
|
|
|
|
|
+
|
|
|
|
|
+============================================================================*/
|
|
|
|
|
+
|
|
|
|
|
+void VS()
|
|
|
|
|
+{
|
|
|
|
|
+ mat4 modelMatrix = iModelMatrix;
|
|
|
|
|
+ vec3 worldPos = GetWorldPos(modelMatrix);
|
|
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+ gl_Position = GetClipPos(worldPos);
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+ vScreenPos = GetScreenPosPreDiv(gl_Position);
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+}
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+
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+void PS()
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+{
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+ vec2 rcpFrame = vec2(cGBufferInvSize.x, cGBufferInvSize.y);
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+
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+ gl_FragColor = vec4(FxaaPixelShader(
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+ vScreenPos, // vec2 pos,
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+ sDiffMap, // sampler2D tex,
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+ rcpFrame, // vec2 fxaaQualityRcpFrame,
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+ 0.75f, // float fxaaQualitySubpix,
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+ 0.166f, // float fxaaQualityEdgeThreshold,
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+ 0.0833f // float fxaaQualityEdgeThresholdMin
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+ ).rgb, 1.0);
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+}
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+
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