FXAA2.hlsl 3.3 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. #ifndef D3D11
  10. // D3D9 uniforms
  11. uniform float4 cFXAAParams;
  12. #else
  13. // D3D11 constant buffers
  14. #ifdef COMPILEPS
  15. cbuffer CustomPS : register(b6)
  16. {
  17. float4 cFXAAParams;
  18. }
  19. #endif
  20. #endif
  21. void VS(float4 iPos : POSITION,
  22. out float2 oScreenPos : TEXCOORD0,
  23. out float4 oPos : OUTPOSITION)
  24. {
  25. float4x3 modelMatrix = iModelMatrix;
  26. float3 worldPos = GetWorldPos(modelMatrix);
  27. oPos = GetClipPos(worldPos);
  28. oScreenPos = GetScreenPosPreDiv(oPos);
  29. }
  30. void PS(float2 iScreenPos : TEXCOORD0,
  31. out float4 oColor : OUTCOLOR0)
  32. {
  33. float FXAA_SUBPIX_SHIFT = 1.0/4.0; // Not used
  34. float FXAA_SPAN_MAX = 8.0;
  35. float FXAA_REDUCE_MUL = 1.0/8.0;
  36. float FXAA_REDUCE_MIN = 1.0/128.0;
  37. float2 posOffset = cGBufferInvSize.xy * cFXAAParams.x;
  38. float3 rgbNW = Sample2DLod0(DiffMap, iScreenPos + float2(-posOffset.x, -posOffset.y)).rgb;
  39. float3 rgbNE = Sample2DLod0(DiffMap, iScreenPos + float2(posOffset.x, -posOffset.y)).rgb;
  40. float3 rgbSW = Sample2DLod0(DiffMap, iScreenPos + float2(-posOffset.x, posOffset.y)).rgb;
  41. float3 rgbSE = Sample2DLod0(DiffMap, iScreenPos + float2(posOffset.x, posOffset.y)).rgb;
  42. float3 rgbM = Sample2DLod0(DiffMap, iScreenPos).rgb;
  43. float3 luma = float3(0.299, 0.587, 0.114);
  44. float lumaNW = dot(rgbNW, luma);
  45. float lumaNE = dot(rgbNE, luma);
  46. float lumaSW = dot(rgbSW, luma);
  47. float lumaSE = dot(rgbSE, luma);
  48. float lumaM = dot(rgbM, luma);
  49. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  50. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  51. if (((lumaMax - lumaMin) / lumaMin) >= cFXAAParams.y)
  52. {
  53. float2 dir;
  54. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  55. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  56. float dirReduce = max(
  57. (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  58. FXAA_REDUCE_MIN);
  59. float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
  60. dir = min(float2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  61. max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  62. dir * rcpDirMin)) * cGBufferInvSize.xy;
  63. dir *= cFXAAParams.z;
  64. float3 rgbA = (1.0/2.0) * (
  65. Sample2DLod0(DiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
  66. Sample2DLod0(DiffMap, iScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
  67. float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  68. Sample2DLod0(DiffMap, iScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
  69. Sample2DLod0(DiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
  70. float lumaB = dot(rgbB, luma);
  71. float3 rgbOut;
  72. if((lumaB < lumaMin) || (lumaB > lumaMax))
  73. rgbOut = rgbA;
  74. else
  75. rgbOut = rgbB;
  76. oColor = float4(rgbOut, 1.0);
  77. }
  78. else
  79. oColor = float4(rgbM, 1.0);
  80. }