FXAA2.hlsl 3.1 KB

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  1. /*============================================================================
  2. FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
  3. ============================================================================*/
  4. // Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
  5. #include "Uniforms.hlsl"
  6. #include "Samplers.hlsl"
  7. #include "Transform.hlsl"
  8. #include "ScreenPos.hlsl"
  9. uniform float4 cFXAAParams;
  10. void VS(float4 iPos : POSITION,
  11. out float4 oPos : POSITION,
  12. out float2 oScreenPos : TEXCOORD0)
  13. {
  14. float4x3 modelMatrix = iModelMatrix;
  15. float3 worldPos = GetWorldPos(modelMatrix);
  16. oPos = GetClipPos(worldPos);
  17. oScreenPos = GetScreenPosPreDiv(oPos);
  18. }
  19. void PS(float2 iScreenPos : TEXCOORD0,
  20. out float4 oColor : COLOR0)
  21. {
  22. float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
  23. float FXAA_SPAN_MAX = 8.0;
  24. float FXAA_REDUCE_MUL = 1.0/8.0;
  25. float FXAA_REDUCE_MIN = 1.0/128.0;
  26. float2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
  27. float3 rgbNW = Sample(sDiffMap, iScreenPos + float2(-posOffset.x, -posOffset.y)).rgb;
  28. float3 rgbNE = Sample(sDiffMap, iScreenPos + float2(posOffset.x, -posOffset.y)).rgb;
  29. float3 rgbSW = Sample(sDiffMap, iScreenPos + float2(-posOffset.x, posOffset.y)).rgb;
  30. float3 rgbSE = Sample(sDiffMap, iScreenPos + float2(posOffset.x, posOffset.y)).rgb;
  31. float3 rgbM = Sample(sDiffMap, iScreenPos).rgb;
  32. float3 luma = float3(0.299, 0.587, 0.114);
  33. float lumaNW = dot(rgbNW, luma);
  34. float lumaNE = dot(rgbNE, luma);
  35. float lumaSW = dot(rgbSW, luma);
  36. float lumaSE = dot(rgbSE, luma);
  37. float lumaM = dot(rgbM, luma);
  38. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  39. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  40. if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
  41. {
  42. float2 dir;
  43. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  44. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  45. float dirReduce = max(
  46. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  47. FXAA_REDUCE_MIN);
  48. float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
  49. dir = min(float2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  50. max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  51. dir * rcpDirMin)) * cGBufferInvSize.xy;
  52. dir *= cFXAAParams.z;
  53. float3 rgbA = (1.0/2.0) * (
  54. Sample(sDiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
  55. Sample(sDiffMap, iScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
  56. float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  57. Sample(sDiffMap, iScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
  58. Sample(sDiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
  59. float lumaB = dot(rgbB, luma);
  60. float3 rgbOut;
  61. if((lumaB < lumaMin) || (lumaB > lumaMax))
  62. rgbOut = rgbA;
  63. else
  64. rgbOut = rgbB;
  65. oColor = float4(rgbOut, 1.0);
  66. }
  67. else
  68. oColor = float4(rgbM, 1.0);
  69. }