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- //----------------------------------------------------------------------------------
- //
- // 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
- ------------------------------------------------------------------------------
- Modified for Urho3D
- ============================================================================*/
- /*==========================================================================*/
- //
- // Urho3D specific preparations
- //
- /*--------------------------------------------------------------------------*/
- #include "Uniforms.glsl"
- #include "Samplers.glsl"
- #include "Transform.glsl"
- #include "ScreenPos.glsl"
- varying vec2 vScreenPos;
- /*==========================================================================*/
- //
- // Shader Requirements
- //
- /*--------------------------------------------------------------------------*/
- #define FXAA_FAST_PIXEL_OFFSET 0
- /*--------------------------------------------------------------------------*/
- #if (FXAA_FAST_PIXEL_OFFSET == 1)
- #define Fxaa_vec2 ivec2
- #else
- #define Fxaa_vec2 vec2
- #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
- /*============================================================================
- Support Functions
- ============================================================================*/
- float CalcLuma(vec3 rgb)
- {
- vec3 luma = vec3(0.299, 0.587, 0.114);
- return dot(rgb, luma);
- }
- /*--------------------------------------------------------------------------*/
- #define FxaaTexTop(t, p) vec4(texture2DLod(t, p, 0.0).rgb, 1.0)
- #define LumaTop(t, p) CalcLuma(texture2DLod(t, p, 0.0).rgb)
- #if (FXAA_FAST_PIXEL_OFFSET == 1)
- #define LumaOff(t, p, o, r) CalcLuma(texture2DLodOffset(t, p, 0.0, o).rgb)
- #else
- #define LumaOff(t, p, o, r) CalcLuma(texture2DLod(t, p + (o * r), 0.0).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;
-
- vec4 rgbyM = FxaaTexTop(tex, posM);
- rgbyM.y = CalcLuma(rgbyM.rgb);
- #define lumaM rgbyM.y
- float lumaS = LumaOff(tex, posM, Fxaa_vec2( 0, 1), fxaaQualityRcpFrame.xy);
- float lumaE = LumaOff(tex, posM, Fxaa_vec2( 1, 0), fxaaQualityRcpFrame.xy);
- float lumaN = LumaOff(tex, posM, Fxaa_vec2( 0,-1), fxaaQualityRcpFrame.xy);
- float lumaW = LumaOff(tex, posM, Fxaa_vec2(-1, 0), fxaaQualityRcpFrame.xy);
- /*--------------------------------------------------------------------------*/
- 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);
- /*--------------------------------------------------------------------------*/
- float lumaNW = LumaOff(tex, posM, Fxaa_vec2(-1,-1), fxaaQualityRcpFrame.xy);
- float lumaSE = LumaOff(tex, posM, Fxaa_vec2( 1, 1), fxaaQualityRcpFrame.xy);
- float lumaNE = LumaOff(tex, posM, Fxaa_vec2( 1,-1), fxaaQualityRcpFrame.xy);
- float lumaSW = LumaOff(tex, posM, Fxaa_vec2(-1, 1), fxaaQualityRcpFrame.xy);
- /*--------------------------------------------------------------------------*/
- 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 = LumaTop(tex, posN);
- float subpixE = subpixC * subpixC;
- float lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
- if(!doneP) lumaEndP = LumaTop(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);
- gl_Position = GetClipPos(worldPos);
- vScreenPos = GetScreenPosPreDiv(gl_Position);
- }
- void PS()
- {
- vec2 rcpFrame = vec2(cGBufferInvSize.x, cGBufferInvSize.y);
- gl_FragColor = FxaaPixelShader(
- vScreenPos, // vec2 pos,
- sDiffMap, // sampler2D tex,
- rcpFrame, // vec2 fxaaQualityRcpFrame,
- 0.75, // float fxaaQualitySubpix,
- 0.166, // float fxaaQualityEdgeThreshold,
- 0.0833 // float fxaaQualityEdgeThresholdMin
- );
- }
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