| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101 |
- /*============================================================================
- FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
- ============================================================================*/
- // Adapted for Urho3D from http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #ifndef D3D11
- // D3D9 uniforms
- uniform float4 cFXAAParams;
- #else
- // D3D11 constant buffers
- #ifdef COMPILEPS
- cbuffer CustomPS : register(b6)
- {
- float4 cFXAAParams;
- }
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- out float2 oScreenPos : TEXCOORD0,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iScreenPos : TEXCOORD0,
- out float4 oColor : OUTCOLOR0)
- {
- float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
- float FXAA_SPAN_MAX = 8.0;
- float FXAA_REDUCE_MUL = 1.0/8.0;
- float FXAA_REDUCE_MIN = 1.0/128.0;
- float2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
- float3 rgbNW = Sample2DLod0(DiffMap, iScreenPos + float2(-posOffset.x, -posOffset.y)).rgb;
- float3 rgbNE = Sample2DLod0(DiffMap, iScreenPos + float2(posOffset.x, -posOffset.y)).rgb;
- float3 rgbSW = Sample2DLod0(DiffMap, iScreenPos + float2(-posOffset.x, posOffset.y)).rgb;
- float3 rgbSE = Sample2DLod0(DiffMap, iScreenPos + float2(posOffset.x, posOffset.y)).rgb;
- float3 rgbM = Sample2DLod0(DiffMap, iScreenPos).rgb;
- float3 luma = float3(0.299, 0.587, 0.114);
- float lumaNW = dot(rgbNW, luma);
- float lumaNE = dot(rgbNE, luma);
- float lumaSW = dot(rgbSW, luma);
- float lumaSE = dot(rgbSE, luma);
- float lumaM = dot(rgbM, luma);
- float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
- float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
- if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
- {
- float2 dir;
- dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
- dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
-
- float dirReduce = max(
- (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
- FXAA_REDUCE_MIN);
- float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
- dir = min(float2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
- max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
- dir * rcpDirMin)) * cGBufferInvSize.xy;
-
- dir *= cFXAAParams.z;
-
- float3 rgbA = (1.0/2.0) * (
- Sample2DLod0(DiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
- Sample2DLod0(DiffMap, iScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
- float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
- Sample2DLod0(DiffMap, iScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
- Sample2DLod0(DiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
- float lumaB = dot(rgbB, luma);
-
- float3 rgbOut;
- if((lumaB < lumaMin) || (lumaB > lumaMax))
- rgbOut = rgbA;
- else
- rgbOut = rgbB;
- oColor = float4(rgbOut, 1.0);
- }
- else
- oColor = float4(rgbM, 1.0);
- }
|