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@@ -13,1105 +13,1105 @@ var FXAAShader = {
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uniforms: {
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- "tDiffuse": { value: null },
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- "resolution": { value: new Vector2( 1 / 1024, 1 / 512 ) }
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+ 'tDiffuse': { value: null },
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+ 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: [
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- "varying vec2 vUv;",
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+ 'varying vec2 vUv;',
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- "void main() {",
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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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+ ' vUv = uv;',
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+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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- "}"
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+ '}'
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- ].join( "\n" ),
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+ ].join( '\n' ),
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fragmentShader: [
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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",
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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 8.0",
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- "#endif",
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- "/*--------------------------------------------------------------------------*/",
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- "#if (FXAA_QUALITY_PRESET == 23)",
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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 2.0",
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- " #define FXAA_QUALITY_P5 8.0",
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- "#endif",
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- "/*--------------------------------------------------------------------------*/",
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- "#if (FXAA_QUALITY_PRESET == 24)",
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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 3.0",
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- " #define FXAA_QUALITY_P6 8.0",
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- "#endif",
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- "/*--------------------------------------------------------------------------*/",
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- "#if (FXAA_QUALITY_PRESET == 25)",
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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 8.0",
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- "#endif",
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- "/*--------------------------------------------------------------------------*/",
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- "#if (FXAA_QUALITY_PRESET == 26)",
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- " #define FXAA_QUALITY_PS 9",
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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 2.0",
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- " #define FXAA_QUALITY_P7 4.0",
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- " #define FXAA_QUALITY_P8 8.0",
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- "#endif",
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- "/*--------------------------------------------------------------------------*/",
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- "#if (FXAA_QUALITY_PRESET == 27)",
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- " #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" )
|
|
|
+ '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' )
|
|
|
|
|
|
};
|
|
|
|