|
@@ -9,7 +9,7 @@ import {
|
|
* http://www.glge.org/demos/fxaa/
|
|
* http://www.glge.org/demos/fxaa/
|
|
*/
|
|
*/
|
|
|
|
|
|
-var FXAAShader = {
|
|
|
|
|
|
+const FXAAShader = {
|
|
|
|
|
|
uniforms: {
|
|
uniforms: {
|
|
|
|
|
|
@@ -18,1100 +18,1098 @@ var FXAAShader = {
|
|
|
|
|
|
},
|
|
},
|
|
|
|
|
|
- vertexShader: [
|
|
|
|
|
|
+ vertexShader:
|
|
|
|
|
|
- 'varying vec2 vUv;',
|
|
|
|
|
|
+ `varying vec2 vUv;
|
|
|
|
|
|
- 'void main() {',
|
|
|
|
|
|
+ void main() {
|
|
|
|
|
|
- ' vUv = uv;',
|
|
|
|
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
|
|
|
|
|
+ vUv = uv;
|
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
|
|
|
|
- '}'
|
|
|
|
|
|
+ }`,
|
|
|
|
|
|
- ].join( '\n' ),
|
|
|
|
|
|
+ fragmentShader:
|
|
|
|
|
|
- fragmentShader: [
|
|
|
|
- 'precision highp float;',
|
|
|
|
- '',
|
|
|
|
- 'uniform sampler2D tDiffuse;',
|
|
|
|
- '',
|
|
|
|
- 'uniform vec2 resolution;',
|
|
|
|
- '',
|
|
|
|
- 'varying vec2 vUv;',
|
|
|
|
- '',
|
|
|
|
- '// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])',
|
|
|
|
- '',
|
|
|
|
- '//----------------------------------------------------------------------------------',
|
|
|
|
- '// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag',
|
|
|
|
- '// SDK Version: v3.00',
|
|
|
|
- '// Email: [email protected]',
|
|
|
|
- '// Site: http://developer.nvidia.com/',
|
|
|
|
- '//',
|
|
|
|
- '// Copyright (c) 2014-2015, 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.',
|
|
|
|
- '//',
|
|
|
|
- '//----------------------------------------------------------------------------------',
|
|
|
|
- '',
|
|
|
|
- '#define FXAA_PC 1',
|
|
|
|
- '#define FXAA_GLSL_100 1',
|
|
|
|
- '#define FXAA_QUALITY_PRESET 12',
|
|
|
|
- '',
|
|
|
|
- '#define FXAA_GREEN_AS_LUMA 1',
|
|
|
|
- '',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_PC_CONSOLE',
|
|
|
|
- ' //',
|
|
|
|
- ' // The console algorithm for PC is included',
|
|
|
|
- ' // for developers targeting really low spec machines.',
|
|
|
|
- ' // Likely better to just run FXAA_PC, and use a really low preset.',
|
|
|
|
- ' //',
|
|
|
|
- ' #define FXAA_PC_CONSOLE 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_GLSL_120',
|
|
|
|
- ' #define FXAA_GLSL_120 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_GLSL_130',
|
|
|
|
- ' #define FXAA_GLSL_130 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_HLSL_3',
|
|
|
|
- ' #define FXAA_HLSL_3 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_HLSL_4',
|
|
|
|
- ' #define FXAA_HLSL_4 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_HLSL_5',
|
|
|
|
- ' #define FXAA_HLSL_5 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*==========================================================================*/',
|
|
|
|
- '#ifndef FXAA_GREEN_AS_LUMA',
|
|
|
|
- ' //',
|
|
|
|
- ' // For those using non-linear color,',
|
|
|
|
- ' // and either not able to get luma in alpha, or not wanting to,',
|
|
|
|
- ' // this enables FXAA to run using green as a proxy for luma.',
|
|
|
|
- ' // So with this enabled, no need to pack luma in alpha.',
|
|
|
|
- ' //',
|
|
|
|
- ' // This will turn off AA on anything which lacks some amount of green.',
|
|
|
|
- ' // Pure red and blue or combination of only R and B, will get no AA.',
|
|
|
|
- ' //',
|
|
|
|
- ' // Might want to lower the settings for both,',
|
|
|
|
- ' // fxaaConsoleEdgeThresholdMin',
|
|
|
|
- ' // fxaaQualityEdgeThresholdMin',
|
|
|
|
- ' // In order to insure AA does not get turned off on colors',
|
|
|
|
- ' // which contain a minor amount of green.',
|
|
|
|
- ' //',
|
|
|
|
- ' // 1 = On.',
|
|
|
|
- ' // 0 = Off.',
|
|
|
|
- ' //',
|
|
|
|
- ' #define FXAA_GREEN_AS_LUMA 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_EARLY_EXIT',
|
|
|
|
- ' //',
|
|
|
|
- ' // Controls algorithm\'s early exit path.',
|
|
|
|
- ' // On PS3 turning this ON adds 2 cycles to the shader.',
|
|
|
|
- ' // On 360 turning this OFF adds 10ths of a millisecond to the shader.',
|
|
|
|
- ' // Turning this off on console will result in a more blurry image.',
|
|
|
|
- ' // So this defaults to on.',
|
|
|
|
- ' //',
|
|
|
|
- ' // 1 = On.',
|
|
|
|
- ' // 0 = Off.',
|
|
|
|
- ' //',
|
|
|
|
- ' #define FXAA_EARLY_EXIT 1',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_DISCARD',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only valid for PC OpenGL currently.',
|
|
|
|
- ' // Probably will not work when FXAA_GREEN_AS_LUMA = 1.',
|
|
|
|
- ' //',
|
|
|
|
- ' // 1 = Use discard on pixels which don\'t need AA.',
|
|
|
|
- ' // For APIs which enable concurrent TEX+ROP from same surface.',
|
|
|
|
- ' // 0 = Return unchanged color on pixels which don\'t need AA.',
|
|
|
|
- ' //',
|
|
|
|
- ' #define FXAA_DISCARD 0',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_FAST_PIXEL_OFFSET',
|
|
|
|
- ' //',
|
|
|
|
- ' // Used for GLSL 120 only.',
|
|
|
|
- ' //',
|
|
|
|
- ' // 1 = GL API supports fast pixel offsets',
|
|
|
|
- ' // 0 = do not use fast pixel offsets',
|
|
|
|
- ' //',
|
|
|
|
- ' #ifdef GL_EXT_gpu_shader4',
|
|
|
|
- ' #define FXAA_FAST_PIXEL_OFFSET 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifdef GL_NV_gpu_shader5',
|
|
|
|
- ' #define FXAA_FAST_PIXEL_OFFSET 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifdef GL_ARB_gpu_shader5',
|
|
|
|
- ' #define FXAA_FAST_PIXEL_OFFSET 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifndef FXAA_FAST_PIXEL_OFFSET',
|
|
|
|
- ' #define FXAA_FAST_PIXEL_OFFSET 0',
|
|
|
|
- ' #endif',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#ifndef FXAA_GATHER4_ALPHA',
|
|
|
|
- ' //',
|
|
|
|
- ' // 1 = API supports gather4 on alpha channel.',
|
|
|
|
- ' // 0 = API does not support gather4 on alpha channel.',
|
|
|
|
- ' //',
|
|
|
|
- ' #if (FXAA_HLSL_5 == 1)',
|
|
|
|
- ' #define FXAA_GATHER4_ALPHA 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifdef GL_ARB_gpu_shader5',
|
|
|
|
- ' #define FXAA_GATHER4_ALPHA 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifdef GL_NV_gpu_shader5',
|
|
|
|
- ' #define FXAA_GATHER4_ALPHA 1',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #ifndef FXAA_GATHER4_ALPHA',
|
|
|
|
- ' #define FXAA_GATHER4_ALPHA 0',
|
|
|
|
- ' #endif',
|
|
|
|
- '#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',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '/*============================================================================',
|
|
|
|
- '',
|
|
|
|
- ' API PORTING',
|
|
|
|
- '',
|
|
|
|
- '============================================================================*/',
|
|
|
|
- '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)',
|
|
|
|
- ' #define FxaaBool bool',
|
|
|
|
- ' #define FxaaDiscard discard',
|
|
|
|
- ' #define FxaaFloat float',
|
|
|
|
- ' #define FxaaFloat2 vec2',
|
|
|
|
- ' #define FxaaFloat3 vec3',
|
|
|
|
- ' #define FxaaFloat4 vec4',
|
|
|
|
- ' #define FxaaHalf float',
|
|
|
|
- ' #define FxaaHalf2 vec2',
|
|
|
|
- ' #define FxaaHalf3 vec3',
|
|
|
|
- ' #define FxaaHalf4 vec4',
|
|
|
|
- ' #define FxaaInt2 ivec2',
|
|
|
|
- ' #define FxaaSat(x) clamp(x, 0.0, 1.0)',
|
|
|
|
- ' #define FxaaTex sampler2D',
|
|
|
|
- '#else',
|
|
|
|
- ' #define FxaaBool bool',
|
|
|
|
- ' #define FxaaDiscard clip(-1)',
|
|
|
|
- ' #define FxaaFloat float',
|
|
|
|
- ' #define FxaaFloat2 float2',
|
|
|
|
- ' #define FxaaFloat3 float3',
|
|
|
|
- ' #define FxaaFloat4 float4',
|
|
|
|
- ' #define FxaaHalf half',
|
|
|
|
- ' #define FxaaHalf2 half2',
|
|
|
|
- ' #define FxaaHalf3 half3',
|
|
|
|
- ' #define FxaaHalf4 half4',
|
|
|
|
- ' #define FxaaSat(x) saturate(x)',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_GLSL_100 == 1)',
|
|
|
|
- ' #define FxaaTexTop(t, p) texture2D(t, p, 0.0)',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_GLSL_120 == 1)',
|
|
|
|
- ' // 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) texture2DLod(t, p, 0.0)',
|
|
|
|
- ' #if (FXAA_FAST_PIXEL_OFFSET == 1)',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)',
|
|
|
|
- ' #else',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #if (FXAA_GATHER4_ALPHA == 1)',
|
|
|
|
- ' // use #extension GL_ARB_gpu_shader5 : enable',
|
|
|
|
- ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
|
|
|
|
- ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
|
|
|
|
- ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
|
|
|
|
- ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
|
|
|
|
- ' #endif',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_GLSL_130 == 1)',
|
|
|
|
- ' // Requires "#version 130" or better',
|
|
|
|
- ' #define FxaaTexTop(t, p) textureLod(t, p, 0.0)',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)',
|
|
|
|
- ' #if (FXAA_GATHER4_ALPHA == 1)',
|
|
|
|
- ' // use #extension GL_ARB_gpu_shader5 : enable',
|
|
|
|
- ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
|
|
|
|
- ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
|
|
|
|
- ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
|
|
|
|
- ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
|
|
|
|
- ' #endif',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_HLSL_3 == 1)',
|
|
|
|
- ' #define FxaaInt2 float2',
|
|
|
|
- ' #define FxaaTex sampler2D',
|
|
|
|
- ' #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_HLSL_4 == 1)',
|
|
|
|
- ' #define FxaaInt2 int2',
|
|
|
|
- ' struct FxaaTex { SamplerState smpl; Texture2D tex; };',
|
|
|
|
- ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
|
|
|
|
- '#endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- '#if (FXAA_HLSL_5 == 1)',
|
|
|
|
- ' #define FxaaInt2 int2',
|
|
|
|
- ' struct FxaaTex { SamplerState smpl; Texture2D tex; };',
|
|
|
|
- ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
|
|
|
|
- ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
|
|
|
|
- ' #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)',
|
|
|
|
- ' #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)',
|
|
|
|
- ' #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)',
|
|
|
|
- ' #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)',
|
|
|
|
- '#endif',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '/*============================================================================',
|
|
|
|
- ' GREEN AS LUMA OPTION SUPPORT FUNCTION',
|
|
|
|
- '============================================================================*/',
|
|
|
|
- '#if (FXAA_GREEN_AS_LUMA == 0)',
|
|
|
|
- ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }',
|
|
|
|
- '#else',
|
|
|
|
- ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }',
|
|
|
|
- '#endif',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '',
|
|
|
|
- '/*============================================================================',
|
|
|
|
- '',
|
|
|
|
- ' FXAA3 QUALITY - PC',
|
|
|
|
- '',
|
|
|
|
- '============================================================================*/',
|
|
|
|
- '#if (FXAA_PC == 1)',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- 'FxaaFloat4 FxaaPixelShader(',
|
|
|
|
- ' //',
|
|
|
|
- ' // Use noperspective interpolation here (turn off perspective interpolation).',
|
|
|
|
- ' // {xy} = center of pixel',
|
|
|
|
- ' FxaaFloat2 pos,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Used only for FXAA Console, and not used on the 360 version.',
|
|
|
|
- ' // Use noperspective interpolation here (turn off perspective interpolation).',
|
|
|
|
- ' // {xy_} = upper left of pixel',
|
|
|
|
- ' // {_zw} = lower right of pixel',
|
|
|
|
- ' FxaaFloat4 fxaaConsolePosPos,',
|
|
|
|
- ' //',
|
|
|
|
- ' // 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)',
|
|
|
|
- ' FxaaTex tex,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on the optimized 360 version of FXAA Console.',
|
|
|
|
- ' // For everything but 360, just use the same input here as for "tex".',
|
|
|
|
- ' // For 360, same texture, just alias with a 2nd sampler.',
|
|
|
|
- ' // This sampler needs to have an exponent bias of -1.',
|
|
|
|
- ' FxaaTex fxaaConsole360TexExpBiasNegOne,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on the optimized 360 version of FXAA Console.',
|
|
|
|
- ' // For everything but 360, just use the same input here as for "tex".',
|
|
|
|
- ' // For 360, same texture, just alias with a 3nd sampler.',
|
|
|
|
- ' // This sampler needs to have an exponent bias of -2.',
|
|
|
|
- ' FxaaTex fxaaConsole360TexExpBiasNegTwo,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Quality.',
|
|
|
|
- ' // This must be from a constant/uniform.',
|
|
|
|
- ' // {x_} = 1.0/screenWidthInPixels',
|
|
|
|
- ' // {_y} = 1.0/screenHeightInPixels',
|
|
|
|
- ' FxaaFloat2 fxaaQualityRcpFrame,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // This must be from a constant/uniform.',
|
|
|
|
- ' // This effects sub-pixel AA quality and inversely sharpness.',
|
|
|
|
- ' // Where N ranges between,',
|
|
|
|
- ' // N = 0.50 (default)',
|
|
|
|
- ' // N = 0.33 (sharper)',
|
|
|
|
- ' // {x__} = -N/screenWidthInPixels',
|
|
|
|
- ' // {_y_} = -N/screenHeightInPixels',
|
|
|
|
- ' // {_z_} = N/screenWidthInPixels',
|
|
|
|
- ' // {__w} = N/screenHeightInPixels',
|
|
|
|
- ' FxaaFloat4 fxaaConsoleRcpFrameOpt,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // Not used on 360, but used on PS3 and PC.',
|
|
|
|
- ' // This must be from a constant/uniform.',
|
|
|
|
- ' // {x__} = -2.0/screenWidthInPixels',
|
|
|
|
- ' // {_y_} = -2.0/screenHeightInPixels',
|
|
|
|
- ' // {_z_} = 2.0/screenWidthInPixels',
|
|
|
|
- ' // {__w} = 2.0/screenHeightInPixels',
|
|
|
|
- ' FxaaFloat4 fxaaConsoleRcpFrameOpt2,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.',
|
|
|
|
- ' // This must be from a constant/uniform.',
|
|
|
|
- ' // {x__} = 8.0/screenWidthInPixels',
|
|
|
|
- ' // {_y_} = 8.0/screenHeightInPixels',
|
|
|
|
- ' // {_z_} = -4.0/screenWidthInPixels',
|
|
|
|
- ' // {__w} = -4.0/screenHeightInPixels',
|
|
|
|
- ' FxaaFloat4 fxaaConsole360RcpFrameOpt2,',
|
|
|
|
- ' //',
|
|
|
|
- ' // 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',
|
|
|
|
- ' FxaaFloat 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)',
|
|
|
|
- ' FxaaFloat 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.',
|
|
|
|
- ' FxaaFloat fxaaQualityEdgeThresholdMin,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.',
|
|
|
|
- ' // It is here now to allow easier tuning.',
|
|
|
|
- ' // This does not effect PS3, as this needs to be compiled in.',
|
|
|
|
- ' // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.',
|
|
|
|
- ' // Due to the PS3 being ALU bound,',
|
|
|
|
- ' // there are only three safe values here: 2 and 4 and 8.',
|
|
|
|
- ' // These options use the shaders ability to a free *|/ by 2|4|8.',
|
|
|
|
- ' // For all other platforms can be a non-power of two.',
|
|
|
|
- ' // 8.0 is sharper (default!!!)',
|
|
|
|
- ' // 4.0 is softer',
|
|
|
|
- ' // 2.0 is really soft (good only for vector graphics inputs)',
|
|
|
|
- ' FxaaFloat fxaaConsoleEdgeSharpness,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.',
|
|
|
|
- ' // It is here now to allow easier tuning.',
|
|
|
|
- ' // This does not effect PS3, as this needs to be compiled in.',
|
|
|
|
- ' // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.',
|
|
|
|
- ' // Due to the PS3 being ALU bound,',
|
|
|
|
- ' // there are only two safe values here: 1/4 and 1/8.',
|
|
|
|
- ' // These options use the shaders ability to a free *|/ by 2|4|8.',
|
|
|
|
- ' // The console setting has a different mapping than the quality setting.',
|
|
|
|
- ' // Other platforms can use other values.',
|
|
|
|
- ' // 0.125 leaves less aliasing, but is softer (default!!!)',
|
|
|
|
- ' // 0.25 leaves more aliasing, and is sharper',
|
|
|
|
- ' FxaaFloat fxaaConsoleEdgeThreshold,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Only used on FXAA Console.',
|
|
|
|
- ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.',
|
|
|
|
- ' // It is here now to allow easier tuning.',
|
|
|
|
- ' // Trims the algorithm from processing darks.',
|
|
|
|
- ' // The console setting has a different mapping than the quality setting.',
|
|
|
|
- ' // This only applies when FXAA_EARLY_EXIT is 1.',
|
|
|
|
- ' // This does not apply to PS3,',
|
|
|
|
- ' // PS3 was simplified to avoid more shader instructions.',
|
|
|
|
- ' // 0.06 - faster but more aliasing in darks',
|
|
|
|
- ' // 0.05 - default',
|
|
|
|
- ' // 0.04 - slower and less aliasing in darks',
|
|
|
|
- ' // 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.',
|
|
|
|
- ' FxaaFloat fxaaConsoleEdgeThresholdMin,',
|
|
|
|
- ' //',
|
|
|
|
- ' // Extra constants for 360 FXAA Console only.',
|
|
|
|
- ' // Use zeros or anything else for other platforms.',
|
|
|
|
- ' // These must be in physical constant registers and NOT immediates.',
|
|
|
|
- ' // Immediates will result in compiler un-optimizing.',
|
|
|
|
- ' // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)',
|
|
|
|
- ' FxaaFloat4 fxaaConsole360ConstDir',
|
|
|
|
- ') {',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat2 posM;',
|
|
|
|
- ' posM.x = pos.x;',
|
|
|
|
- ' posM.y = pos.y;',
|
|
|
|
- ' #if (FXAA_GATHER4_ALPHA == 1)',
|
|
|
|
- ' #if (FXAA_DISCARD == 0)',
|
|
|
|
- ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
|
|
|
|
- ' #if (FXAA_GREEN_AS_LUMA == 0)',
|
|
|
|
- ' #define lumaM rgbyM.w',
|
|
|
|
- ' #else',
|
|
|
|
- ' #define lumaM rgbyM.y',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #if (FXAA_GREEN_AS_LUMA == 0)',
|
|
|
|
- ' FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);',
|
|
|
|
- ' FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));',
|
|
|
|
- ' #else',
|
|
|
|
- ' FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);',
|
|
|
|
- ' FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #if (FXAA_DISCARD == 1)',
|
|
|
|
- ' #define lumaM luma4A.w',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #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',
|
|
|
|
- ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
|
|
|
|
- ' #if (FXAA_GREEN_AS_LUMA == 0)',
|
|
|
|
- ' #define lumaM rgbyM.w',
|
|
|
|
- ' #else',
|
|
|
|
- ' #define lumaM rgbyM.y',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #if (FXAA_GLSL_100 == 1)',
|
|
|
|
- ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' #else',
|
|
|
|
- ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat maxSM = max(lumaS, lumaM);',
|
|
|
|
- ' FxaaFloat minSM = min(lumaS, lumaM);',
|
|
|
|
- ' FxaaFloat maxESM = max(lumaE, maxSM);',
|
|
|
|
- ' FxaaFloat minESM = min(lumaE, minSM);',
|
|
|
|
- ' FxaaFloat maxWN = max(lumaN, lumaW);',
|
|
|
|
- ' FxaaFloat minWN = min(lumaN, lumaW);',
|
|
|
|
- ' FxaaFloat rangeMax = max(maxWN, maxESM);',
|
|
|
|
- ' FxaaFloat rangeMin = min(minWN, minESM);',
|
|
|
|
- ' FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;',
|
|
|
|
- ' FxaaFloat range = rangeMax - rangeMin;',
|
|
|
|
- ' FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);',
|
|
|
|
- ' FxaaBool earlyExit = range < rangeMaxClamped;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' if(earlyExit)',
|
|
|
|
- ' #if (FXAA_DISCARD == 1)',
|
|
|
|
- ' FxaaDiscard;',
|
|
|
|
- ' #else',
|
|
|
|
- ' return rgbyM;',
|
|
|
|
- ' #endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' #if (FXAA_GATHER4_ALPHA == 0)',
|
|
|
|
- ' #if (FXAA_GLSL_100 == 1)',
|
|
|
|
- ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' #else',
|
|
|
|
- ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' #endif',
|
|
|
|
- ' #else',
|
|
|
|
- ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
|
|
|
|
- ' #endif',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat lumaNS = lumaN + lumaS;',
|
|
|
|
- ' FxaaFloat lumaWE = lumaW + lumaE;',
|
|
|
|
- ' FxaaFloat subpixRcpRange = 1.0/range;',
|
|
|
|
- ' FxaaFloat subpixNSWE = lumaNS + lumaWE;',
|
|
|
|
- ' FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;',
|
|
|
|
- ' FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat lumaNESE = lumaNE + lumaSE;',
|
|
|
|
- ' FxaaFloat lumaNWNE = lumaNW + lumaNE;',
|
|
|
|
- ' FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;',
|
|
|
|
- ' FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat lumaNWSW = lumaNW + lumaSW;',
|
|
|
|
- ' FxaaFloat lumaSWSE = lumaSW + lumaSE;',
|
|
|
|
- ' FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);',
|
|
|
|
- ' FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);',
|
|
|
|
- ' FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;',
|
|
|
|
- ' FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;',
|
|
|
|
- ' FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;',
|
|
|
|
- ' FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;',
|
|
|
|
- ' FxaaFloat lengthSign = fxaaQualityRcpFrame.x;',
|
|
|
|
- ' FxaaBool horzSpan = edgeHorz >= edgeVert;',
|
|
|
|
- ' FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' if(!horzSpan) lumaN = lumaW;',
|
|
|
|
- ' if(!horzSpan) lumaS = lumaE;',
|
|
|
|
- ' if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;',
|
|
|
|
- ' FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat gradientN = lumaN - lumaM;',
|
|
|
|
- ' FxaaFloat gradientS = lumaS - lumaM;',
|
|
|
|
- ' FxaaFloat lumaNN = lumaN + lumaM;',
|
|
|
|
- ' FxaaFloat lumaSS = lumaS + lumaM;',
|
|
|
|
- ' FxaaBool pairN = abs(gradientN) >= abs(gradientS);',
|
|
|
|
- ' FxaaFloat gradient = max(abs(gradientN), abs(gradientS));',
|
|
|
|
- ' if(pairN) lengthSign = -lengthSign;',
|
|
|
|
- ' FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat2 posB;',
|
|
|
|
- ' posB.x = posM.x;',
|
|
|
|
- ' posB.y = posM.y;',
|
|
|
|
- ' FxaaFloat2 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;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat2 posN;',
|
|
|
|
- ' posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;',
|
|
|
|
- ' posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;',
|
|
|
|
- ' FxaaFloat2 posP;',
|
|
|
|
- ' posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;',
|
|
|
|
- ' posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;',
|
|
|
|
- ' FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;',
|
|
|
|
- ' FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));',
|
|
|
|
- ' FxaaFloat subpixE = subpixC * subpixC;',
|
|
|
|
- ' FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' if(!pairN) lumaNN = lumaSS;',
|
|
|
|
- ' FxaaFloat gradientScaled = gradient * 1.0/4.0;',
|
|
|
|
- ' FxaaFloat lumaMM = lumaM - lumaNN * 0.5;',
|
|
|
|
- ' FxaaFloat subpixF = subpixD * subpixE;',
|
|
|
|
- ' FxaaBool lumaMLTZero = lumaMM < 0.0;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' lumaEndN -= lumaNN * 0.5;',
|
|
|
|
- ' lumaEndP -= lumaNN * 0.5;',
|
|
|
|
- ' FxaaBool doneN = abs(lumaEndN) >= gradientScaled;',
|
|
|
|
- ' FxaaBool doneP = abs(lumaEndP) >= gradientScaled;',
|
|
|
|
- ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;',
|
|
|
|
- ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;',
|
|
|
|
- ' FxaaBool 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',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' }',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat dstN = posM.x - posN.x;',
|
|
|
|
- ' FxaaFloat dstP = posP.x - posM.x;',
|
|
|
|
- ' if(!horzSpan) dstN = posM.y - posN.y;',
|
|
|
|
- ' if(!horzSpan) dstP = posP.y - posM.y;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;',
|
|
|
|
- ' FxaaFloat spanLength = (dstP + dstN);',
|
|
|
|
- ' FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;',
|
|
|
|
- ' FxaaFloat spanLengthRcp = 1.0/spanLength;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaBool directionN = dstN < dstP;',
|
|
|
|
- ' FxaaFloat dst = min(dstN, dstP);',
|
|
|
|
- ' FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;',
|
|
|
|
- ' FxaaFloat subpixG = subpixF * subpixF;',
|
|
|
|
- ' FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;',
|
|
|
|
- ' FxaaFloat subpixH = subpixG * fxaaQualitySubpix;',
|
|
|
|
- '/*--------------------------------------------------------------------------*/',
|
|
|
|
- ' FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;',
|
|
|
|
- ' FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);',
|
|
|
|
- ' if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;',
|
|
|
|
- ' if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;',
|
|
|
|
- ' #if (FXAA_DISCARD == 1)',
|
|
|
|
- ' return FxaaTexTop(tex, posM);',
|
|
|
|
- ' #else',
|
|
|
|
- ' return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);',
|
|
|
|
- ' #endif',
|
|
|
|
- '}',
|
|
|
|
- '/*==========================================================================*/',
|
|
|
|
- '#endif',
|
|
|
|
- '',
|
|
|
|
- 'void main() {',
|
|
|
|
- ' gl_FragColor = FxaaPixelShader(',
|
|
|
|
- ' vUv,',
|
|
|
|
- ' vec4(0.0),',
|
|
|
|
- ' tDiffuse,',
|
|
|
|
- ' tDiffuse,',
|
|
|
|
- ' tDiffuse,',
|
|
|
|
- ' resolution,',
|
|
|
|
- ' vec4(0.0),',
|
|
|
|
- ' vec4(0.0),',
|
|
|
|
- ' vec4(0.0),',
|
|
|
|
- ' 0.75,',
|
|
|
|
- ' 0.166,',
|
|
|
|
- ' 0.0833,',
|
|
|
|
- ' 0.0,',
|
|
|
|
- ' 0.0,',
|
|
|
|
- ' 0.0,',
|
|
|
|
- ' vec4(0.0)',
|
|
|
|
- ' );',
|
|
|
|
- '',
|
|
|
|
- ' // TODO avoid querying texture twice for same texel',
|
|
|
|
- ' gl_FragColor.a = texture2D(tDiffuse, vUv).a;',
|
|
|
|
- '}'
|
|
|
|
- ].join( '\n' )
|
|
|
|
|
|
+ // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])
|
|
|
|
+
|
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
|
+ // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
|
|
|
|
+ // SDK Version: v3.00
|
|
|
|
+ // Email: [email protected]
|
|
|
|
+ // Site: http://developer.nvidia.com/
|
|
|
|
+ //
|
|
|
|
+ // Copyright (c) 2014-2015, 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.
|
|
|
|
+ //
|
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ `precision highp float;
|
|
|
|
+
|
|
|
|
+ uniform sampler2D tDiffuse;
|
|
|
|
+
|
|
|
|
+ uniform vec2 resolution;
|
|
|
|
+
|
|
|
|
+ varying vec2 vUv;
|
|
|
|
+
|
|
|
|
+ #define FXAA_PC 1
|
|
|
|
+ #define FXAA_GLSL_100 1
|
|
|
|
+ #define FXAA_QUALITY_PRESET 12
|
|
|
|
+
|
|
|
|
+ #define FXAA_GREEN_AS_LUMA 1
|
|
|
|
+
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_PC_CONSOLE
|
|
|
|
+ //
|
|
|
|
+ // The console algorithm for PC is included
|
|
|
|
+ // for developers targeting really low spec machines.
|
|
|
|
+ // Likely better to just run FXAA_PC, and use a really low preset.
|
|
|
|
+ //
|
|
|
|
+ #define FXAA_PC_CONSOLE 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_GLSL_120
|
|
|
|
+ #define FXAA_GLSL_120 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_GLSL_130
|
|
|
|
+ #define FXAA_GLSL_130 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_HLSL_3
|
|
|
|
+ #define FXAA_HLSL_3 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_HLSL_4
|
|
|
|
+ #define FXAA_HLSL_4 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_HLSL_5
|
|
|
|
+ #define FXAA_HLSL_5 0
|
|
|
|
+ #endif
|
|
|
|
+ /*==========================================================================*/
|
|
|
|
+ #ifndef FXAA_GREEN_AS_LUMA
|
|
|
|
+ //
|
|
|
|
+ // For those using non-linear color,
|
|
|
|
+ // and either not able to get luma in alpha, or not wanting to,
|
|
|
|
+ // this enables FXAA to run using green as a proxy for luma.
|
|
|
|
+ // So with this enabled, no need to pack luma in alpha.
|
|
|
|
+ //
|
|
|
|
+ // This will turn off AA on anything which lacks some amount of green.
|
|
|
|
+ // Pure red and blue or combination of only R and B, will get no AA.
|
|
|
|
+ //
|
|
|
|
+ // Might want to lower the settings for both,
|
|
|
|
+ // fxaaConsoleEdgeThresholdMin
|
|
|
|
+ // fxaaQualityEdgeThresholdMin
|
|
|
|
+ // In order to insure AA does not get turned off on colors
|
|
|
|
+ // which contain a minor amount of green.
|
|
|
|
+ //
|
|
|
|
+ // 1 = On.
|
|
|
|
+ // 0 = Off.
|
|
|
|
+ //
|
|
|
|
+ #define FXAA_GREEN_AS_LUMA 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_EARLY_EXIT
|
|
|
|
+ //
|
|
|
|
+ // Controls algorithm\'s early exit path.
|
|
|
|
+ // On PS3 turning this ON adds 2 cycles to the shader.
|
|
|
|
+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
|
|
|
|
+ // Turning this off on console will result in a more blurry image.
|
|
|
|
+ // So this defaults to on.
|
|
|
|
+ //
|
|
|
|
+ // 1 = On.
|
|
|
|
+ // 0 = Off.
|
|
|
|
+ //
|
|
|
|
+ #define FXAA_EARLY_EXIT 1
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_DISCARD
|
|
|
|
+ //
|
|
|
|
+ // Only valid for PC OpenGL currently.
|
|
|
|
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
|
|
|
|
+ //
|
|
|
|
+ // 1 = Use discard on pixels which don\'t need AA.
|
|
|
|
+ // For APIs which enable concurrent TEX+ROP from same surface.
|
|
|
|
+ // 0 = Return unchanged color on pixels which don\'t need AA.
|
|
|
|
+ //
|
|
|
|
+ #define FXAA_DISCARD 0
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_FAST_PIXEL_OFFSET
|
|
|
|
+ //
|
|
|
|
+ // Used for GLSL 120 only.
|
|
|
|
+ //
|
|
|
|
+ // 1 = GL API supports fast pixel offsets
|
|
|
|
+ // 0 = do not use fast pixel offsets
|
|
|
|
+ //
|
|
|
|
+ #ifdef GL_EXT_gpu_shader4
|
|
|
|
+ #define FXAA_FAST_PIXEL_OFFSET 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifdef GL_NV_gpu_shader5
|
|
|
|
+ #define FXAA_FAST_PIXEL_OFFSET 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifdef GL_ARB_gpu_shader5
|
|
|
|
+ #define FXAA_FAST_PIXEL_OFFSET 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifndef FXAA_FAST_PIXEL_OFFSET
|
|
|
|
+ #define FXAA_FAST_PIXEL_OFFSET 0
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #ifndef FXAA_GATHER4_ALPHA
|
|
|
|
+ //
|
|
|
|
+ // 1 = API supports gather4 on alpha channel.
|
|
|
|
+ // 0 = API does not support gather4 on alpha channel.
|
|
|
|
+ //
|
|
|
|
+ #if (FXAA_HLSL_5 == 1)
|
|
|
|
+ #define FXAA_GATHER4_ALPHA 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifdef GL_ARB_gpu_shader5
|
|
|
|
+ #define FXAA_GATHER4_ALPHA 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifdef GL_NV_gpu_shader5
|
|
|
|
+ #define FXAA_GATHER4_ALPHA 1
|
|
|
|
+ #endif
|
|
|
|
+ #ifndef FXAA_GATHER4_ALPHA
|
|
|
|
+ #define FXAA_GATHER4_ALPHA 0
|
|
|
|
+ #endif
|
|
|
|
+ #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
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ /*============================================================================
|
|
|
|
+
|
|
|
|
+ API PORTING
|
|
|
|
+
|
|
|
|
+ ============================================================================*/
|
|
|
|
+ #if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
|
|
|
|
+ #define FxaaBool bool
|
|
|
|
+ #define FxaaDiscard discard
|
|
|
|
+ #define FxaaFloat float
|
|
|
|
+ #define FxaaFloat2 vec2
|
|
|
|
+ #define FxaaFloat3 vec3
|
|
|
|
+ #define FxaaFloat4 vec4
|
|
|
|
+ #define FxaaHalf float
|
|
|
|
+ #define FxaaHalf2 vec2
|
|
|
|
+ #define FxaaHalf3 vec3
|
|
|
|
+ #define FxaaHalf4 vec4
|
|
|
|
+ #define FxaaInt2 ivec2
|
|
|
|
+ #define FxaaSat(x) clamp(x, 0.0, 1.0)
|
|
|
|
+ #define FxaaTex sampler2D
|
|
|
|
+ #else
|
|
|
|
+ #define FxaaBool bool
|
|
|
|
+ #define FxaaDiscard clip(-1)
|
|
|
|
+ #define FxaaFloat float
|
|
|
|
+ #define FxaaFloat2 float2
|
|
|
|
+ #define FxaaFloat3 float3
|
|
|
|
+ #define FxaaFloat4 float4
|
|
|
|
+ #define FxaaHalf half
|
|
|
|
+ #define FxaaHalf2 half2
|
|
|
|
+ #define FxaaHalf3 half3
|
|
|
|
+ #define FxaaHalf4 half4
|
|
|
|
+ #define FxaaSat(x) saturate(x)
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_GLSL_100 == 1)
|
|
|
|
+ #define FxaaTexTop(t, p) texture2D(t, p, 0.0)
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_GLSL_120 == 1)
|
|
|
|
+ // 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) texture2DLod(t, p, 0.0)
|
|
|
|
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
|
|
|
+ #else
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
|
|
|
|
+ #endif
|
|
|
|
+ #if (FXAA_GATHER4_ALPHA == 1)
|
|
|
|
+ // use #extension GL_ARB_gpu_shader5 : enable
|
|
|
|
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
|
|
|
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
|
|
|
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
|
|
|
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_GLSL_130 == 1)
|
|
|
|
+ // Requires "#version 130" or better
|
|
|
|
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
|
|
|
+ #if (FXAA_GATHER4_ALPHA == 1)
|
|
|
|
+ // use #extension GL_ARB_gpu_shader5 : enable
|
|
|
|
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
|
|
|
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
|
|
|
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
|
|
|
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_HLSL_3 == 1)
|
|
|
|
+ #define FxaaInt2 float2
|
|
|
|
+ #define FxaaTex sampler2D
|
|
|
|
+ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_HLSL_4 == 1)
|
|
|
|
+ #define FxaaInt2 int2
|
|
|
|
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
|
|
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_HLSL_5 == 1)
|
|
|
|
+ #define FxaaInt2 int2
|
|
|
|
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
|
|
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
|
|
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
|
|
+ #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
|
|
|
|
+ #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
|
|
|
|
+ #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
|
|
|
|
+ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ /*============================================================================
|
|
|
|
+ GREEN AS LUMA OPTION SUPPORT FUNCTION
|
|
|
|
+ ============================================================================*/
|
|
|
|
+ #if (FXAA_GREEN_AS_LUMA == 0)
|
|
|
|
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
|
|
|
|
+ #else
|
|
|
|
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ /*============================================================================
|
|
|
|
+
|
|
|
|
+ FXAA3 QUALITY - PC
|
|
|
|
+
|
|
|
|
+ ============================================================================*/
|
|
|
|
+ #if (FXAA_PC == 1)
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat4 FxaaPixelShader(
|
|
|
|
+ //
|
|
|
|
+ // Use noperspective interpolation here (turn off perspective interpolation).
|
|
|
|
+ // {xy} = center of pixel
|
|
|
|
+ FxaaFloat2 pos,
|
|
|
|
+ //
|
|
|
|
+ // Used only for FXAA Console, and not used on the 360 version.
|
|
|
|
+ // Use noperspective interpolation here (turn off perspective interpolation).
|
|
|
|
+ // {xy_} = upper left of pixel
|
|
|
|
+ // {_zw} = lower right of pixel
|
|
|
|
+ FxaaFloat4 fxaaConsolePosPos,
|
|
|
|
+ //
|
|
|
|
+ // 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)
|
|
|
|
+ FxaaTex tex,
|
|
|
|
+ //
|
|
|
|
+ // Only used on the optimized 360 version of FXAA Console.
|
|
|
|
+ // For everything but 360, just use the same input here as for "tex".
|
|
|
|
+ // For 360, same texture, just alias with a 2nd sampler.
|
|
|
|
+ // This sampler needs to have an exponent bias of -1.
|
|
|
|
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
|
|
|
|
+ //
|
|
|
|
+ // Only used on the optimized 360 version of FXAA Console.
|
|
|
|
+ // For everything but 360, just use the same input here as for "tex".
|
|
|
|
+ // For 360, same texture, just alias with a 3nd sampler.
|
|
|
|
+ // This sampler needs to have an exponent bias of -2.
|
|
|
|
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Quality.
|
|
|
|
+ // This must be from a constant/uniform.
|
|
|
|
+ // {x_} = 1.0/screenWidthInPixels
|
|
|
|
+ // {_y} = 1.0/screenHeightInPixels
|
|
|
|
+ FxaaFloat2 fxaaQualityRcpFrame,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // This must be from a constant/uniform.
|
|
|
|
+ // This effects sub-pixel AA quality and inversely sharpness.
|
|
|
|
+ // Where N ranges between,
|
|
|
|
+ // N = 0.50 (default)
|
|
|
|
+ // N = 0.33 (sharper)
|
|
|
|
+ // {x__} = -N/screenWidthInPixels
|
|
|
|
+ // {_y_} = -N/screenHeightInPixels
|
|
|
|
+ // {_z_} = N/screenWidthInPixels
|
|
|
|
+ // {__w} = N/screenHeightInPixels
|
|
|
|
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // Not used on 360, but used on PS3 and PC.
|
|
|
|
+ // This must be from a constant/uniform.
|
|
|
|
+ // {x__} = -2.0/screenWidthInPixels
|
|
|
|
+ // {_y_} = -2.0/screenHeightInPixels
|
|
|
|
+ // {_z_} = 2.0/screenWidthInPixels
|
|
|
|
+ // {__w} = 2.0/screenHeightInPixels
|
|
|
|
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
|
|
|
|
+ // This must be from a constant/uniform.
|
|
|
|
+ // {x__} = 8.0/screenWidthInPixels
|
|
|
|
+ // {_y_} = 8.0/screenHeightInPixels
|
|
|
|
+ // {_z_} = -4.0/screenWidthInPixels
|
|
|
|
+ // {__w} = -4.0/screenHeightInPixels
|
|
|
|
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
|
|
|
+ //
|
|
|
|
+ // 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
|
|
|
|
+ FxaaFloat 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)
|
|
|
|
+ FxaaFloat 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.
|
|
|
|
+ FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
|
|
|
|
+ // It is here now to allow easier tuning.
|
|
|
|
+ // This does not effect PS3, as this needs to be compiled in.
|
|
|
|
+ // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
|
|
|
|
+ // Due to the PS3 being ALU bound,
|
|
|
|
+ // there are only three safe values here: 2 and 4 and 8.
|
|
|
|
+ // These options use the shaders ability to a free *|/ by 2|4|8.
|
|
|
|
+ // For all other platforms can be a non-power of two.
|
|
|
|
+ // 8.0 is sharper (default!!!)
|
|
|
|
+ // 4.0 is softer
|
|
|
|
+ // 2.0 is really soft (good only for vector graphics inputs)
|
|
|
|
+ FxaaFloat fxaaConsoleEdgeSharpness,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
|
|
|
|
+ // It is here now to allow easier tuning.
|
|
|
|
+ // This does not effect PS3, as this needs to be compiled in.
|
|
|
|
+ // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
|
|
|
|
+ // Due to the PS3 being ALU bound,
|
|
|
|
+ // there are only two safe values here: 1/4 and 1/8.
|
|
|
|
+ // These options use the shaders ability to a free *|/ by 2|4|8.
|
|
|
|
+ // The console setting has a different mapping than the quality setting.
|
|
|
|
+ // Other platforms can use other values.
|
|
|
|
+ // 0.125 leaves less aliasing, but is softer (default!!!)
|
|
|
|
+ // 0.25 leaves more aliasing, and is sharper
|
|
|
|
+ FxaaFloat fxaaConsoleEdgeThreshold,
|
|
|
|
+ //
|
|
|
|
+ // Only used on FXAA Console.
|
|
|
|
+ // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
|
|
|
|
+ // It is here now to allow easier tuning.
|
|
|
|
+ // Trims the algorithm from processing darks.
|
|
|
|
+ // The console setting has a different mapping than the quality setting.
|
|
|
|
+ // This only applies when FXAA_EARLY_EXIT is 1.
|
|
|
|
+ // This does not apply to PS3,
|
|
|
|
+ // PS3 was simplified to avoid more shader instructions.
|
|
|
|
+ // 0.06 - faster but more aliasing in darks
|
|
|
|
+ // 0.05 - default
|
|
|
|
+ // 0.04 - slower and less aliasing in darks
|
|
|
|
+ // 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.
|
|
|
|
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
|
|
|
|
+ //
|
|
|
|
+ // Extra constants for 360 FXAA Console only.
|
|
|
|
+ // Use zeros or anything else for other platforms.
|
|
|
|
+ // These must be in physical constant registers and NOT immediates.
|
|
|
|
+ // Immediates will result in compiler un-optimizing.
|
|
|
|
+ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
|
|
|
|
+ FxaaFloat4 fxaaConsole360ConstDir
|
|
|
|
+ ) {
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat2 posM;
|
|
|
|
+ posM.x = pos.x;
|
|
|
|
+ posM.y = pos.y;
|
|
|
|
+ #if (FXAA_GATHER4_ALPHA == 1)
|
|
|
|
+ #if (FXAA_DISCARD == 0)
|
|
|
|
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
|
|
|
+ #if (FXAA_GREEN_AS_LUMA == 0)
|
|
|
|
+ #define lumaM rgbyM.w
|
|
|
|
+ #else
|
|
|
|
+ #define lumaM rgbyM.y
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+ #if (FXAA_GREEN_AS_LUMA == 0)
|
|
|
|
+ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
|
|
|
|
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
|
|
|
|
+ #else
|
|
|
|
+ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
|
|
|
|
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
|
|
|
|
+ #endif
|
|
|
|
+ #if (FXAA_DISCARD == 1)
|
|
|
|
+ #define lumaM luma4A.w
|
|
|
|
+ #endif
|
|
|
|
+ #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
|
|
|
|
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
|
|
|
+ #if (FXAA_GREEN_AS_LUMA == 0)
|
|
|
|
+ #define lumaM rgbyM.w
|
|
|
|
+ #else
|
|
|
|
+ #define lumaM rgbyM.y
|
|
|
|
+ #endif
|
|
|
|
+ #if (FXAA_GLSL_100 == 1)
|
|
|
|
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ #else
|
|
|
|
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat maxSM = max(lumaS, lumaM);
|
|
|
|
+ FxaaFloat minSM = min(lumaS, lumaM);
|
|
|
|
+ FxaaFloat maxESM = max(lumaE, maxSM);
|
|
|
|
+ FxaaFloat minESM = min(lumaE, minSM);
|
|
|
|
+ FxaaFloat maxWN = max(lumaN, lumaW);
|
|
|
|
+ FxaaFloat minWN = min(lumaN, lumaW);
|
|
|
|
+ FxaaFloat rangeMax = max(maxWN, maxESM);
|
|
|
|
+ FxaaFloat rangeMin = min(minWN, minESM);
|
|
|
|
+ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
|
|
|
+ FxaaFloat range = rangeMax - rangeMin;
|
|
|
|
+ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
|
|
|
+ FxaaBool earlyExit = range < rangeMaxClamped;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ if(earlyExit)
|
|
|
|
+ #if (FXAA_DISCARD == 1)
|
|
|
|
+ FxaaDiscard;
|
|
|
|
+ #else
|
|
|
|
+ return rgbyM;
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ #if (FXAA_GATHER4_ALPHA == 0)
|
|
|
|
+ #if (FXAA_GLSL_100 == 1)
|
|
|
|
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));
|
|
|
|
+ #else
|
|
|
|
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ #endif
|
|
|
|
+ #else
|
|
|
|
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
|
|
+ #endif
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat lumaNS = lumaN + lumaS;
|
|
|
|
+ FxaaFloat lumaWE = lumaW + lumaE;
|
|
|
|
+ FxaaFloat subpixRcpRange = 1.0/range;
|
|
|
|
+ FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
|
|
|
+ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
|
|
|
+ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat lumaNESE = lumaNE + lumaSE;
|
|
|
|
+ FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
|
|
|
+ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
|
|
|
+ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
|
|
|
+ FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
|
|
|
+ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
|
|
|
+ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
|
|
|
+ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
|
|
|
+ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
|
|
|
+ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
|
|
|
+ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
|
|
|
+ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
|
|
|
+ FxaaBool horzSpan = edgeHorz >= edgeVert;
|
|
|
|
+ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ if(!horzSpan) lumaN = lumaW;
|
|
|
|
+ if(!horzSpan) lumaS = lumaE;
|
|
|
|
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
|
|
|
+ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat gradientN = lumaN - lumaM;
|
|
|
|
+ FxaaFloat gradientS = lumaS - lumaM;
|
|
|
|
+ FxaaFloat lumaNN = lumaN + lumaM;
|
|
|
|
+ FxaaFloat lumaSS = lumaS + lumaM;
|
|
|
|
+ FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
|
|
|
+ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
|
|
|
+ if(pairN) lengthSign = -lengthSign;
|
|
|
|
+ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat2 posB;
|
|
|
|
+ posB.x = posM.x;
|
|
|
|
+ posB.y = posM.y;
|
|
|
|
+ FxaaFloat2 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;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat2 posN;
|
|
|
|
+ posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
|
|
|
+ posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
|
|
|
+ FxaaFloat2 posP;
|
|
|
|
+ posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
|
|
|
+ posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
|
|
|
+ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
|
|
|
+ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
|
|
|
+ FxaaFloat subpixE = subpixC * subpixC;
|
|
|
|
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ if(!pairN) lumaNN = lumaSS;
|
|
|
|
+ FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
|
|
|
+ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
|
|
|
+ FxaaFloat subpixF = subpixD * subpixE;
|
|
|
|
+ FxaaBool lumaMLTZero = lumaMM < 0.0;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ lumaEndN -= lumaNN * 0.5;
|
|
|
|
+ lumaEndP -= lumaNN * 0.5;
|
|
|
|
+ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
|
|
|
+ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
|
|
|
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
|
|
|
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
|
|
|
+ FxaaBool 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
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ }
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat dstN = posM.x - posN.x;
|
|
|
|
+ FxaaFloat dstP = posP.x - posM.x;
|
|
|
|
+ if(!horzSpan) dstN = posM.y - posN.y;
|
|
|
|
+ if(!horzSpan) dstP = posP.y - posM.y;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
|
|
|
+ FxaaFloat spanLength = (dstP + dstN);
|
|
|
|
+ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
|
|
|
+ FxaaFloat spanLengthRcp = 1.0/spanLength;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaBool directionN = dstN < dstP;
|
|
|
|
+ FxaaFloat dst = min(dstN, dstP);
|
|
|
|
+ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
|
|
|
+ FxaaFloat subpixG = subpixF * subpixF;
|
|
|
|
+ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
|
|
|
+ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
|
+ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
|
|
+ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
|
|
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
|
|
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
|
|
+ #if (FXAA_DISCARD == 1)
|
|
|
|
+ return FxaaTexTop(tex, posM);
|
|
|
|
+ #else
|
|
|
|
+ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
|
|
|
+ #endif
|
|
|
|
+ }
|
|
|
|
+ /*==========================================================================*/
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+ void main() {
|
|
|
|
+ gl_FragColor = FxaaPixelShader(
|
|
|
|
+ vUv,
|
|
|
|
+ vec4(0.0),
|
|
|
|
+ tDiffuse,
|
|
|
|
+ tDiffuse,
|
|
|
|
+ tDiffuse,
|
|
|
|
+ resolution,
|
|
|
|
+ vec4(0.0),
|
|
|
|
+ vec4(0.0),
|
|
|
|
+ vec4(0.0),
|
|
|
|
+ 0.75,
|
|
|
|
+ 0.166,
|
|
|
|
+ 0.0833,
|
|
|
|
+ 0.0,
|
|
|
|
+ 0.0,
|
|
|
|
+ 0.0,
|
|
|
|
+ vec4(0.0)
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ // TODO avoid querying texture twice for same texel
|
|
|
|
+ gl_FragColor.a = texture2D(tDiffuse, vUv).a;
|
|
|
|
+ }`
|
|
|
|
|
|
};
|
|
};
|
|
|
|
|