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@@ -19,8 +19,11 @@ THREE.FXAAShader = {
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vertexShader: [
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+ "varying vec2 vUv;",
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+
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"void main() {",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -28,61 +31,1085 @@ THREE.FXAAShader = {
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].join( "\n" ),
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fragmentShader: [
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-
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- "uniform sampler2D tDiffuse;",
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- "uniform vec2 resolution;",
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-
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- "#define FXAA_REDUCE_MIN (1.0/128.0)",
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- "#define FXAA_REDUCE_MUL (1.0/8.0)",
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- "#define FXAA_SPAN_MAX 8.0",
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-
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- "void main() {",
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-
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- "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
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- "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
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- "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
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- "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
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- "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
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- "vec3 rgbM = rgbaM.xyz;",
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- "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
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-
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- "float lumaNW = dot( rgbNW, luma );",
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- "float lumaNE = dot( rgbNE, luma );",
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- "float lumaSW = dot( rgbSW, luma );",
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- "float lumaSE = dot( rgbSE, luma );",
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- "float lumaM = dot( rgbM, luma );",
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- "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
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- "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
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-
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- "vec2 dir;",
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- "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
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- "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
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-
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- "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
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-
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- "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
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- "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
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- "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
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- "dir * rcpDirMin)) * resolution;",
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- "vec4 rgbA = (1.0/2.0) * (",
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- "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (1.0/3.0 - 0.5)) +",
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- "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (2.0/3.0 - 0.5)));",
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- "vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (",
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- "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (0.0/3.0 - 0.5)) +",
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- "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (3.0/3.0 - 0.5)));",
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- "float lumaB = dot(rgbB, vec4(luma, 0.0));",
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-
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- "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
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-
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- "gl_FragColor = rgbA;",
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-
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- "} else {",
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- "gl_FragColor = rgbB;",
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-
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- "}",
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-
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- "}"
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-
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- ].join( "\n" )
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+ "precision highp float;",
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+ "",
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+ "uniform sampler2D tDiffuse;",
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+ "",
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+ "uniform vec2 resolution;",
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+ "",
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+ "varying vec2 vUv;",
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+ "",
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+ "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])",
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+ "",
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+ "//----------------------------------------------------------------------------------",
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+ "// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag",
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+ "// SDK Version: v3.00",
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+ "// Email: [email protected]",
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+ "// Site: http://developer.nvidia.com/",
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+ "//",
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+ "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
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+ "//",
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+ "// Redistribution and use in source and binary forms, with or without",
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+ "// modification, are permitted provided that the following conditions",
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+ "// are met:",
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+ "// * Redistributions of source code must retain the above copyright",
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+ "// notice, this list of conditions and the following disclaimer.",
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+ "// * Redistributions in binary form must reproduce the above copyright",
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+ "// notice, this list of conditions and the following disclaimer in the",
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+ "// documentation and/or other materials provided with the distribution.",
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+ "// * Neither the name of NVIDIA CORPORATION nor the names of its",
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+ "// contributors may be used to endorse or promote products derived",
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+ "// from this software without specific prior written permission.",
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+ "//",
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+ "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
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+ "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
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+ "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
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+ "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
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+ "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
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+ "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
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+ "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
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+ "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
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+ "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
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+ "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
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+ "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
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+ "//",
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+ "//----------------------------------------------------------------------------------",
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+ "",
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+ "#define FXAA_PC 1",
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+ "#define FXAA_GLSL_100 1",
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+ "#define FXAA_QUALITY_PRESET 12",
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+ "",
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+ "#define FXAA_GREEN_AS_LUMA 1",
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+ "",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_PC_CONSOLE",
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+ " //",
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+ " // The console algorithm for PC is included",
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+ " // for developers targeting really low spec machines.",
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+ " // Likely better to just run FXAA_PC, and use a really low preset.",
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+ " //",
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+ " #define FXAA_PC_CONSOLE 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_GLSL_120",
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+ " #define FXAA_GLSL_120 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_GLSL_130",
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+ " #define FXAA_GLSL_130 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_HLSL_3",
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+ " #define FXAA_HLSL_3 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_HLSL_4",
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+ " #define FXAA_HLSL_4 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_HLSL_5",
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+ " #define FXAA_HLSL_5 0",
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+ "#endif",
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+ "/*==========================================================================*/",
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+ "#ifndef FXAA_GREEN_AS_LUMA",
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+ " //",
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+ " // For those using non-linear color,",
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+ " // and either not able to get luma in alpha, or not wanting to,",
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+ " // this enables FXAA to run using green as a proxy for luma.",
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+ " // So with this enabled, no need to pack luma in alpha.",
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+ " //",
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+ " // This will turn off AA on anything which lacks some amount of green.",
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+ " // Pure red and blue or combination of only R and B, will get no AA.",
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+ " //",
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+ " // Might want to lower the settings for both,",
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+ " // fxaaConsoleEdgeThresholdMin",
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+ " // fxaaQualityEdgeThresholdMin",
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+ " // In order to insure AA does not get turned off on colors",
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+ " // which contain a minor amount of green.",
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+ " //",
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+ " // 1 = On.",
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+ " // 0 = Off.",
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+ " //",
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+ " #define FXAA_GREEN_AS_LUMA 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_EARLY_EXIT",
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+ " //",
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+ " // Controls algorithm's early exit path.",
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+ " // On PS3 turning this ON adds 2 cycles to the shader.",
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+ " // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
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+ " // Turning this off on console will result in a more blurry image.",
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+ " // So this defaults to on.",
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+ " //",
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+ " // 1 = On.",
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+ " // 0 = Off.",
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+ " //",
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+ " #define FXAA_EARLY_EXIT 1",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_DISCARD",
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+ " //",
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+ " // Only valid for PC OpenGL currently.",
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+ " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
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+ " //",
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+ " // 1 = Use discard on pixels which don't need AA.",
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+ " // For APIs which enable concurrent TEX+ROP from same surface.",
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+ " // 0 = Return unchanged color on pixels which don't need AA.",
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+ " //",
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+ " #define FXAA_DISCARD 0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_FAST_PIXEL_OFFSET",
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+ " //",
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+ " // Used for GLSL 120 only.",
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+ " //",
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+ " // 1 = GL API supports fast pixel offsets",
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+ " // 0 = do not use fast pixel offsets",
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+ " //",
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+ " #ifdef GL_EXT_gpu_shader4",
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+ " #define FXAA_FAST_PIXEL_OFFSET 1",
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+ " #endif",
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+ " #ifdef GL_NV_gpu_shader5",
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+ " #define FXAA_FAST_PIXEL_OFFSET 1",
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+ " #endif",
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+ " #ifdef GL_ARB_gpu_shader5",
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+ " #define FXAA_FAST_PIXEL_OFFSET 1",
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+ " #endif",
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+ " #ifndef FXAA_FAST_PIXEL_OFFSET",
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+ " #define FXAA_FAST_PIXEL_OFFSET 0",
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+ " #endif",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#ifndef FXAA_GATHER4_ALPHA",
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+ " //",
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+ " // 1 = API supports gather4 on alpha channel.",
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+ " // 0 = API does not support gather4 on alpha channel.",
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+ " //",
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+ " #if (FXAA_HLSL_5 == 1)",
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+ " #define FXAA_GATHER4_ALPHA 1",
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+ " #endif",
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+ " #ifdef GL_ARB_gpu_shader5",
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+ " #define FXAA_GATHER4_ALPHA 1",
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+ " #endif",
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+ " #ifdef GL_NV_gpu_shader5",
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+ " #define FXAA_GATHER4_ALPHA 1",
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+ " #endif",
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+ " #ifndef FXAA_GATHER4_ALPHA",
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+ " #define FXAA_GATHER4_ALPHA 0",
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+ " #endif",
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+ "#endif",
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+ "",
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+ "",
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+ "/*============================================================================",
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+ " FXAA QUALITY - TUNING KNOBS",
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+ "------------------------------------------------------------------------------",
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+ "NOTE the other tuning knobs are now in the shader function inputs!",
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+ "============================================================================*/",
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+ "#ifndef FXAA_QUALITY_PRESET",
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+ " //",
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+ " // Choose the quality preset.",
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+ " // This needs to be compiled into the shader as it effects code.",
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+ " // Best option to include multiple presets is to",
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+ " // in each shader define the preset, then include this file.",
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+ " //",
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+ " // OPTIONS",
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+ " // -----------------------------------------------------------------------",
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+ " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
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+ " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
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+ " // 39 - no dither, very expensive",
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+ " //",
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+ " // NOTES",
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+ " // -----------------------------------------------------------------------",
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+ " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
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+ " // 13 = about same speed as FXAA 3.9 and better than 12",
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+ " // 23 = closest to FXAA 3.9 visually and performance wise",
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+ " // _ = the lowest digit is directly related to performance",
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+ " // _ = the highest digit is directly related to style",
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+ " //",
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+ " #define FXAA_QUALITY_PRESET 12",
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+ "#endif",
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+ "",
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+ "",
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+ "/*============================================================================",
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+ "",
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+ " FXAA QUALITY - PRESETS",
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+ "",
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+ "============================================================================*/",
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+ "",
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+ "/*============================================================================",
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+ " FXAA QUALITY - MEDIUM DITHER PRESETS",
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+ "============================================================================*/",
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+ "#if (FXAA_QUALITY_PRESET == 10)",
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+ " #define FXAA_QUALITY_PS 3",
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+ " #define FXAA_QUALITY_P0 1.5",
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+ " #define FXAA_QUALITY_P1 3.0",
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+ " #define FXAA_QUALITY_P2 12.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 11)",
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+ " #define FXAA_QUALITY_PS 4",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 3.0",
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+ " #define FXAA_QUALITY_P3 12.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 12)",
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+ " #define FXAA_QUALITY_PS 5",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 2.0",
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+ " #define FXAA_QUALITY_P3 4.0",
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+ " #define FXAA_QUALITY_P4 12.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 13)",
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+ " #define FXAA_QUALITY_PS 6",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 2.0",
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+ " #define FXAA_QUALITY_P3 2.0",
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+ " #define FXAA_QUALITY_P4 4.0",
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+ " #define FXAA_QUALITY_P5 12.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 14)",
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+ " #define FXAA_QUALITY_PS 7",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 2.0",
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+ " #define FXAA_QUALITY_P3 2.0",
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+ " #define FXAA_QUALITY_P4 2.0",
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+ " #define FXAA_QUALITY_P5 4.0",
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+ " #define FXAA_QUALITY_P6 12.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 15)",
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+ " #define FXAA_QUALITY_PS 8",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 2.0",
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+ " #define FXAA_QUALITY_P3 2.0",
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+ " #define FXAA_QUALITY_P4 2.0",
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+ " #define FXAA_QUALITY_P5 2.0",
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+ " #define FXAA_QUALITY_P6 4.0",
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+ " #define FXAA_QUALITY_P7 12.0",
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+ "#endif",
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+ "",
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+ "/*============================================================================",
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+ " FXAA QUALITY - LOW DITHER PRESETS",
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+ "============================================================================*/",
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+ "#if (FXAA_QUALITY_PRESET == 20)",
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+ " #define FXAA_QUALITY_PS 3",
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+ " #define FXAA_QUALITY_P0 1.5",
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+ " #define FXAA_QUALITY_P1 2.0",
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+ " #define FXAA_QUALITY_P2 8.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 21)",
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+ " #define FXAA_QUALITY_PS 4",
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+ " #define FXAA_QUALITY_P0 1.0",
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+ " #define FXAA_QUALITY_P1 1.5",
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+ " #define FXAA_QUALITY_P2 2.0",
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+ " #define FXAA_QUALITY_P3 8.0",
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+ "#endif",
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+ "/*--------------------------------------------------------------------------*/",
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+ "#if (FXAA_QUALITY_PRESET == 22)",
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+ " #define FXAA_QUALITY_PS 5",
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+ " #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 immedates.",
|
|
|
+ " // Immedates 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")
|
|
|
|
|
|
};
|