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@@ -7,6 +7,7 @@ import {
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* https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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* - WebGL port by @supereggbert
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* http://www.glge.org/demos/fxaa/
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+ * Further improved by Daniel Sturk
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*/
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const FXAAShader = {
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@@ -29,34 +30,41 @@ const FXAAShader = {
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}`,
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- fragmentShader:
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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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// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])
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//----------------------------------------------------------------------------------
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- // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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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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+ // 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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+ // * 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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+ // 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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+ // 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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@@ -67,1051 +75,211 @@ const FXAAShader = {
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//
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//----------------------------------------------------------------------------------
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- /* glsl */`
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-
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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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- #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
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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 2.0
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- #define FXAA_QUALITY_P8 4.0
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- #define FXAA_QUALITY_P9 8.0
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- #endif
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- /*--------------------------------------------------------------------------*/
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- #if (FXAA_QUALITY_PRESET == 28)
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- #define FXAA_QUALITY_PS 11
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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
|
|
|
- #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
|
|
|
-
|
|
|
-
|
|
|
+ #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
|
|
|
+
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
+ #define FxaaTexTop(t, p) texture2D(t, p, -100.0)
|
|
|
+ #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
+
|
|
|
+ #define NUM_SAMPLES 5
|
|
|
+
|
|
|
+ // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
|
|
|
+ float contrast( vec4 a, vec4 b ) {
|
|
|
+ vec4 diff = abs( a - b );
|
|
|
+ return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
|
|
|
+ }
|
|
|
+
|
|
|
+ /*============================================================================
|
|
|
+
|
|
|
+ FXAA3 QUALITY - PC
|
|
|
+
|
|
|
+ ============================================================================*/
|
|
|
+
|
|
|
+ /*--------------------------------------------------------------------------*/
|
|
|
+ vec4 FxaaPixelShader(
|
|
|
+ vec2 posM,
|
|
|
+ sampler2D tex,
|
|
|
+ vec2 fxaaQualityRcpFrame,
|
|
|
+ float fxaaQualityEdgeThreshold,
|
|
|
+ float fxaaQualityinvEdgeThreshold
|
|
|
+ ) {
|
|
|
+ vec4 rgbaM = FxaaTexTop(tex, posM);
|
|
|
+ vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
|
|
|
+ vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
|
|
|
+ vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
|
|
|
+ vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
|
|
|
+ // . S .
|
|
|
+ // W M E
|
|
|
+ // . N .
|
|
|
+
|
|
|
+ bool earlyExit = max( max( max(
|
|
|
+ contrast( rgbaM, rgbaN ),
|
|
|
+ contrast( rgbaM, rgbaS ) ),
|
|
|
+ contrast( rgbaM, rgbaE ) ),
|
|
|
+ contrast( rgbaM, rgbaW ) )
|
|
|
+ < fxaaQualityEdgeThreshold;
|
|
|
+ // . 0 .
|
|
|
+ // 0 0 0
|
|
|
+ // . 0 .
|
|
|
+
|
|
|
+ #if (FXAA_DISCARD == 1)
|
|
|
+ if(earlyExit) FxaaDiscard;
|
|
|
+ #else
|
|
|
+ if(earlyExit) return rgbaM;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ float contrastN = contrast( rgbaM, rgbaN );
|
|
|
+ float contrastS = contrast( rgbaM, rgbaS );
|
|
|
+ float contrastE = contrast( rgbaM, rgbaE );
|
|
|
+ float contrastW = contrast( rgbaM, rgbaW );
|
|
|
+
|
|
|
+ float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
|
|
|
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
|
|
|
+
|
|
|
+ bool horzSpan = relativeVContrast > 0.;
|
|
|
+ // . 1 .
|
|
|
+ // 0 0 0
|
|
|
+ // . 1 .
|
|
|
+
|
|
|
+ // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
|
|
|
+ if( abs( relativeVContrast ) < .3 ) {
|
|
|
+ // locate the edge
|
|
|
+ vec2 dirToEdge;
|
|
|
+ dirToEdge.x = contrastE > contrastW ? 1. : -1.;
|
|
|
+ dirToEdge.y = contrastS > contrastN ? 1. : -1.;
|
|
|
+ // . 2 . . 1 .
|
|
|
+ // 1 0 2 ~= 0 0 1
|
|
|
+ // . 1 . . 0 .
|
|
|
+
|
|
|
+ // tap 2 pixels and see which ones are "outside" the edge, to
|
|
|
+ // determine if the edge is vertical or horizontal
|
|
|
+
|
|
|
+ vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
|
+ float matchAlongH = contrast( rgbaM, rgbaAlongH );
|
|
|
+ // . 1 .
|
|
|
+ // 0 0 1
|
|
|
+ // . 0 H
|
|
|
+
|
|
|
+ vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
|
+ float matchAlongV = contrast( rgbaM, rgbaAlongV );
|
|
|
+ // V 1 .
|
|
|
+ // 0 0 1
|
|
|
+ // . 0 .
|
|
|
+
|
|
|
+ relativeVContrast = matchAlongV - matchAlongH;
|
|
|
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
|
|
|
+
|
|
|
+ if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
|
|
|
+ // 1 1 .
|
|
|
+ // 0 0 1
|
|
|
+ // . 0 1
|
|
|
+
|
|
|
+ // do a simple blur
|
|
|
+ return mix(
|
|
|
+ rgbaM,
|
|
|
+ (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
|
|
|
+ .4
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ horzSpan = relativeVContrast > 0.;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!horzSpan) rgbaN = rgbaW;
|
|
|
+ if(!horzSpan) rgbaS = rgbaE;
|
|
|
+ // . 0 . 1
|
|
|
+ // 1 0 1 -> 0
|
|
|
+ // . 0 . 1
|
|
|
+
|
|
|
+ bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
|
|
|
+ if(!pairN) rgbaN = rgbaS;
|
|
|
+
|
|
|
+ vec2 offNP;
|
|
|
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
|
|
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
|
|
+
|
|
|
+ bool doneN = false;
|
|
|
+ bool doneP = false;
|
|
|
+
|
|
|
+ float nDist = 0.;
|
|
|
+ float pDist = 0.;
|
|
|
+
|
|
|
+ vec2 posN = posM;
|
|
|
+ vec2 posP = posM;
|
|
|
+
|
|
|
+ int iterationsUsed = 0;
|
|
|
+ int iterationsUsedN = 0;
|
|
|
+ int iterationsUsedP = 0;
|
|
|
+ for( int i = 0; i < NUM_SAMPLES; i++ ) {
|
|
|
+ iterationsUsed = i;
|
|
|
+
|
|
|
+ float increment = float(i + 1);
|
|
|
+
|
|
|
+ if(!doneN) {
|
|
|
+ nDist += increment;
|
|
|
+ posN = posM + offNP * nDist;
|
|
|
+ vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
|
|
|
+ doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
|
|
|
+ iterationsUsedN = i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!doneP) {
|
|
|
+ pDist += increment;
|
|
|
+ posP = posM - offNP * pDist;
|
|
|
+ vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
|
|
|
+ doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
|
|
|
+ iterationsUsedP = i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(doneN || doneP) break;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
|
|
|
+
|
|
|
+ float dist = min(
|
|
|
+ doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
|
|
|
+ doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
|
|
|
+ );
|
|
|
|
|
|
+ // hacky way of reduces blurriness of mostly diagonal edges
|
|
|
+ // but reduces AA quality
|
|
|
+ dist = pow(dist, .5);
|
|
|
|
|
|
- /*============================================================================
|
|
|
+ dist = 1. - dist;
|
|
|
|
|
|
- FXAA3 QUALITY - PC
|
|
|
+ return mix(
|
|
|
+ rgbaM,
|
|
|
+ rgbaN,
|
|
|
+ dist * .5
|
|
|
+ );
|
|
|
+ }
|
|
|
|
|
|
- ============================================================================*/
|
|
|
- #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() {
|
|
|
+ const float edgeDetectionQuality = .2;
|
|
|
+ const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
|
|
|
|
|
|
- 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)
|
|
|
+ vUv,
|
|
|
+ tDiffuse,
|
|
|
+ resolution,
|
|
|
+ edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
|
|
|
+ invEdgeDetectionQuality
|
|
|
);
|
|
|
|
|
|
- // TODO avoid querying texture twice for same texel
|
|
|
- gl_FragColor.a = texture2D(tDiffuse, vUv).a;
|
|
|
- }`
|
|
|
+ }
|
|
|
+ `
|
|
|
|
|
|
};
|
|
|
|