moved to shstk
This commit is contained in:
230
libs/qglview/shaders/FXAA.frag
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230
libs/qglview/shaders/FXAA.frag
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#version 130
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in vec4 posPos;
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uniform sampler2D tex0; // 0
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//uniform float vx_offset;
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uniform vec2 dt;
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uniform float FXAA_SPAN_MAX = 8.;
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uniform float FXAA_REDUCE_MUL = 1. / 8.;
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#define FxaaInt2 ivec2
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//#define vec2 vec2
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vec3 FxaaPixelShader(vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
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sampler2D tex, // Input texture.
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vec2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}.
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/*---------------------------------------------------------*/
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// #define FXAA_REDUCE_MIN (1. / 128.)
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#define FXAA_REDUCE_MIN (1. / 128.)
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//#define FXAA_REDUCE_MUL (1.0/8.0)
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//#define FXAA_SPAN_MAX 8.0
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/*---------------------------------------------------------*/
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vec3 rgbNW = texture2D(tex, posPos.zw).xyz;
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vec3 rgbNE = textureOffset(tex, posPos.zw, ivec2(1, 0)).xyz;
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vec3 rgbSW = textureOffset(tex, posPos.zw, ivec2(0, 1)).xyz;
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vec3 rgbSE = textureOffset(tex, posPos.zw, ivec2(1, 1)).xyz;
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vec3 rgbM = texture2D(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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/*---------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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/*---------------------------------------------------------*/
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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/*---------------------------------------------------------*/
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1. / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * rcpFrame.xy;
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/*--------------------------------------------------------*/
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vec3 rgbA = (1. / 2.) * (
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texture2D(tex, posPos.xy + dir * (1. / 3. - 0.5)).xyz +
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texture2D(tex, posPos.xy + dir * (2. / 3. - 0.5)).xyz);
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vec3 rgbB = rgbA * (1. / 2.) + (1. / 4.) * (
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texture2D(tex, posPos.xy + dir * (0. / 3. - 0.5)).xyz +
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texture2D(tex, posPos.xy + dir * (3. / 3. - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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return rgbB;
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}
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vec3 Fxaa3PixelShader (
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// {xy} = center of pixel
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vec4 pos,
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// {xyzw} = not used on FXAA3 Quality
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//vec4 posPos,
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// {rgb_} = color in linear or perceptual color space
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// {__a} = luma in perceptual color space (not linear)
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sampler2D tex,
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// This must be from a constant/uniform.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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vec2 rcpFrame
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// {xyzw} = not used on FXAA3 Quality
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//vec4 rcpFrameOpt
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) {
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/*--------------------------------------------------------------------------*/
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//#if (FXAA_GATHER4_ALPHA == 1)
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/*vec4 luma4A = FxaaTexOffAlpha4(tex, pos.xy, FxaaInt2(-1, -1), rcpFrame.xy);
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#if (FXAA_DISCARD == 0)
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vec4 rgbyM = texture2D(tex, pos.xy);
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#endif
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vec4 luma4B = FxaaTexAlpha4(tex, pos.xy, rcpFrame.xy);
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float lumaNE = textureOffset(tex, pos.xy, ivec(1, -1)).w;
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float lumaSW = textureOffset(tex, pos.xy, ivec(-1, 1)).w;
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float lumaNW = luma4A.w;
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float lumaN = luma4A.z;
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float lumaW = luma4A.x;
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float lumaM = luma4A.y;
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float lumaE = luma4B.z;
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float lumaS = luma4B.x;
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float lumaSE = luma4B.y;*/
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//#else
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaN = dot(textureLodOffset(tex, pos.xy, 0., ivec2(0, -1)).rgb, luma);
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float lumaW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1, 0)).rgb, luma);
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vec4 rgbyM = texture2D(tex, pos.xy);
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float lumaE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1, 0)).rgb, luma);
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float lumaS = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 0, 1)).rgb, luma);
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float lumaM = dot(rgbyM.rgb, luma);
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//#endif
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/*--------------------------------------------------------------------------*/
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float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
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float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
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float range = rangeMax - rangeMin;
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//return vec4(range);
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/*--------------------------------------------------------------------------*/
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#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/12.0)
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#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/6.0)
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if(range < max(FXAA_QUALITY_EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY_EDGE_THRESHOLD))
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/*#if (FXAA_DISCARD == 1)
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FxaaDiscard;
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#else*/
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return rgbyM.rgb;
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//return vec3(0);
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//#endif
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/*--------------------------------------------------------------------------*/
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//#if (FXAA_GATHER4_ALPHA == 0)
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float lumaNW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1,-1)).rgb, luma);
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float lumaNE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1,-1)).rgb, luma);
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float lumaSW = dot(textureLodOffset(tex, pos.xy, 0., ivec2(-1, 1)).rgb, luma);
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float lumaSE = dot(textureLodOffset(tex, pos.xy, 0., ivec2( 1, 1)).rgb, luma);
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//#endif
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/*--------------------------------------------------------------------------*/
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#define FXAA_QUALITY_SUBPIX_CAP (3.0/4.0)
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//#define FXAA_QUALITY_SUBPIX_CAP 0
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#define FXAA_QUALITY_SUBPIX_TRIM (1.0/4.0)
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#define FXAA_QUALITY_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY_SUBPIX_TRIM))
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/*--------------------------------------------------------------------------*/
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float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
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float rangeL = abs(lumaL - lumaM);
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float blendL = clamp((rangeL / range) - FXAA_QUALITY_SUBPIX_TRIM, 0., 1.) * FXAA_QUALITY_SUBPIX_TRIM_SCALE;
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blendL = min(FXAA_QUALITY_SUBPIX_CAP, blendL);
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/*--------------------------------------------------------------------------*/
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float edgeVert =
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abs(lumaNW + (-2.0 * lumaN) + lumaNE) +
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10.0 * abs(lumaW + (-2.0 * lumaM) + lumaE ) +
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abs(lumaSW + (-2.0 * lumaS) + lumaSE);
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float edgeHorz =
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abs(lumaNW + (-2.0 * lumaW) + lumaSW) +
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10.0 * abs(lumaN + (-2.0 * lumaM) + lumaS ) +
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abs(lumaNE + (-2.0 * lumaE) + lumaSE);
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//return vec3(edgeHorz);
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//float edgeVert = abs(lumaS - lumaN);
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//float edgeHorz = abs(lumaE - lumaW);
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bool horzSpan = edgeHorz >= edgeVert;
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/*--------------------------------------------------------------------------*/
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float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
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//if (edgeHorz == edgeVert) ;//lengthSign = 0.;
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if(!horzSpan) {
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lumaN = lumaW;
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lumaS = lumaE;
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}
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float gradientN = abs(lumaN - lumaM);
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float gradientS = abs(lumaS - lumaM);
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lumaN = (lumaN + lumaM) * 0.5;
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lumaS = (lumaS + lumaM) * 0.5;
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/*--------------------------------------------------------------------------*/
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bool pairN = gradientN >= gradientS;
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if(!pairN) {
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lumaN = lumaS;
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gradientN = gradientS;
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lengthSign = -lengthSign;
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}
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vec2 posN;
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posN = pos.xy + (horzSpan ? vec2(0.0, lengthSign * 0.5) : vec2(lengthSign * 0.5, 0.0));
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//posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
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//posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
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/*--------------------------------------------------------------------------*/
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#define FXAA_SEARCH_STEPS 8
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#define FXAA_SEARCH_THRESHOLD (1.0/8.0)
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/*--------------------------------------------------------------------------*/
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gradientN *= FXAA_SEARCH_THRESHOLD;
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/*--------------------------------------------------------------------------*/
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vec2 posP = posN;
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vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
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float lumaEndN = 0.;
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float lumaEndP = 0.;
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bool doneN = false;
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bool doneP = false;
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posN += offNP * (-1.5);
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posP += offNP * ( 1.5);
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for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
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lumaEndN = dot(texture2DLod(tex, posN.xy, 0.).rgb, luma);
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lumaEndP = dot(texture2DLod(tex, posP.xy, 0.).rgb, luma);
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bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
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bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
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if(doneN2 && !doneN) posN += offNP;
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if(doneP2 && !doneP) posP -= offNP;
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if(doneN2 && doneP2) break;
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doneN = doneN2;
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doneP = doneP2;
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if(!doneN) posN -= offNP * 2.0;
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if(!doneP) posP += offNP * 2.0;
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}
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/*--------------------------------------------------------------------------*/
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float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
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float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
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/*--------------------------------------------------------------------------*/
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bool directionN = dstN < dstP;
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lumaEndN = directionN ? lumaEndN : lumaEndP;
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/*--------------------------------------------------------------------------*/
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if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
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lengthSign = 0.0;
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/*--------------------------------------------------------------------------*/
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float spanLength = (dstP + dstN);
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dstN = directionN ? dstN : dstP;
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float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
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subPixelOffset += blendL * (1.0/8.0);
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subPixelOffset *= lengthSign;
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vec3 rgbF = texture2DLod(tex, pos.xy + (horzSpan ? vec2(0., subPixelOffset) : vec2(subPixelOffset, 0.)), 0.).xyz;
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/*--------------------------------------------------------------------------*/
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/*#if (FXAA_LINEAR == 1)
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lumaL *= lumaL;
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#endif*/
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float lumaF = dot(rgbF, vec3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
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float lumaB = mix(lumaF, lumaL, blendL);
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float scale = min(4.0, lumaB/lumaF);
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rgbF *= scale;
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return vec3(rgbF);//, lumaM.rgb);
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//, lumaM.rgb);
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}
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void main() {
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gl_FragColor.rgb = Fxaa3PixelShader(posPos, tex0, dt);
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}
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13
libs/qglview/shaders/FXAA.vert
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13
libs/qglview/shaders/FXAA.vert
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@@ -0,0 +1,13 @@
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#version 130
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out vec4 posPos;
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uniform float FXAA_SUBPIX_SHIFT = 1. / 4.;
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uniform vec2 dt;
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void main(void) {
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posPos.xy = gl_MultiTexCoord0.xy;
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posPos.zw = gl_MultiTexCoord0.xy - (dt * (0.5 + FXAA_SUBPIX_SHIFT));
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = ftransform();
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}
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8
libs/qglview/shaders/bloom_0.frag
Normal file
8
libs/qglview/shaders/bloom_0.frag
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@@ -0,0 +1,8 @@
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#version 120
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uniform sampler2D t0;
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uniform float clum;
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void main(void) {
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gl_FragColor = max((texture2D(t0, gl_TexCoord[0].xy) / clum - 0.8) * 5., vec4(0.));
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}
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30
libs/qglview/shaders/bloom_1.frag
Normal file
30
libs/qglview/shaders/bloom_1.frag
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@@ -0,0 +1,30 @@
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#version 130
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uniform sampler2D t0;
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uniform vec2 vsize;
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void main(void) {
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vec2 tc = gl_TexCoord[0].xy, dt = 2. / vsize, dt2 = dt + dt;
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gl_FragColor = (texture2D(t0, tc) * 3. +
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textureOffset(t0, tc, ivec2(1, 0)) * 2. +
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textureOffset(t0, tc, ivec2(0, 1)) * 2. +
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textureOffset(t0, tc, ivec2(-1, 0)) * 2. +
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textureOffset(t0, tc, ivec2(0, -1)) * 2. +
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textureOffset(t0, tc, ivec2(1, 1)) * 1.5 +
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textureOffset(t0, tc, ivec2(1, -1)) * 1.5 +
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textureOffset(t0, tc, ivec2(-1, -1)) * 1.5 +
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textureOffset(t0, tc, ivec2(-1, 1)) * 1.5 +
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textureOffset(t0, tc, ivec2(2, 0)) +
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textureOffset(t0, tc, ivec2(0, 2)) +
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textureOffset(t0, tc, ivec2(-2, 0)) +
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textureOffset(t0, tc, ivec2(0, -2)) +
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textureOffset(t0, tc, ivec2(2, 1)) +
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textureOffset(t0, tc, ivec2(2, -1)) +
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textureOffset(t0, tc, ivec2(-2, -1)) +
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textureOffset(t0, tc, ivec2(-2, 1)) +
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textureOffset(t0, tc, ivec2(1, 2)) +
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textureOffset(t0, tc, ivec2(1, -2)) +
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textureOffset(t0, tc, ivec2(-1, -2)) +
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textureOffset(t0, tc, ivec2(-1, 2))) / 29.;
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//gl_FragColor = texture2D(t0, tc);
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}
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8
libs/qglview/shaders/bloom_pass_0.frag
Normal file
8
libs/qglview/shaders/bloom_pass_0.frag
Normal file
@@ -0,0 +1,8 @@
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#version 150
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uniform sampler2D t0;
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uniform float factor = 1., threshold = 0.8;
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void main(void) {
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qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(threshold), vec3(0.)) * factor;
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}
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6
libs/qglview/shaders/bloom_pass_0.vert
Normal file
6
libs/qglview/shaders/bloom_pass_0.vert
Normal file
@@ -0,0 +1,6 @@
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#version 150
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = vec4(qgl_Vertex,1);
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}
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55
libs/qglview/shaders/bloom_pass_1.frag
Normal file
55
libs/qglview/shaders/bloom_pass_1.frag
Normal file
@@ -0,0 +1,55 @@
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#version 150
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uniform sampler2D t0;
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uniform int radius = 2;
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uniform vec2 dt;
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void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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float r = float(radius);
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int o = radius, o2 = radius * 2;
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vec3 scol = (texture(t0, tc).rgb * 3. +
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texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. +
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texture(t0, tc + dt * vec2( 0, o )).rgb * 2. +
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texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. +
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texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. +
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texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 +
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texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 +
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texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 +
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texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 +
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texture(t0, tc + dt * vec2( o2, 0 )).rgb +
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texture(t0, tc + dt * vec2( 0, o2)).rgb +
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texture(t0, tc + dt * vec2(-o2, 0 )).rgb +
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texture(t0, tc + dt * vec2( 0, -o2)).rgb +
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texture(t0, tc + dt * vec2( o2, o )).rgb +
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texture(t0, tc + dt * vec2( o2, -o)).rgb +
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texture(t0, tc + dt * vec2(-o2, -o )).rgb +
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texture(t0, tc + dt * vec2(-o2, o )).rgb +
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texture(t0, tc + dt * vec2( o, o2)).rgb +
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texture(t0, tc + dt * vec2( o, -o2)).rgb +
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texture(t0, tc + dt * vec2( -o, -o2)).rgb +
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texture(t0, tc + dt * vec2( -o, o2)).rgb) / 29.;
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/*vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. +
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texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. +
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texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. +
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texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. +
|
||||
texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. +
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texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( 0, o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o2, o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o2, -o), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o, o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.;*/
|
||||
qgl_FragData[0].rgb = scol;
|
||||
//qgl_FragData[0].rgb = vec3(r/10.);
|
||||
}
|
||||
6
libs/qglview/shaders/bloom_pass_1.vert
Normal file
6
libs/qglview/shaders/bloom_pass_1.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = vec4(qgl_Vertex,1);
|
||||
}
|
||||
47
libs/qglview/shaders/dof.frag
Normal file
47
libs/qglview/shaders/dof.frag
Normal file
@@ -0,0 +1,47 @@
|
||||
#version 150
|
||||
|
||||
uniform float z_near, z_far;
|
||||
uniform sampler2D t0, td;
|
||||
uniform vec2 dt;
|
||||
uniform float radius, focus, diaphragm;
|
||||
|
||||
float w, sum;
|
||||
const float _pe = 2.4e-7;
|
||||
|
||||
vec4 getTexel(vec2 c, float coeff) {
|
||||
vec4 ret = texture(t0, c);
|
||||
float cw = texture(td, c).r;
|
||||
cw = clamp(1. - abs(cw - w) * 1000, 0., 1.) * coeff;
|
||||
sum += cw;
|
||||
return ret * cw;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
vec4 scol = texture(t0, tc);
|
||||
w = texture(td, tc).r;
|
||||
float z = w + w - 1;
|
||||
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
|
||||
z = 1./(z + 1);
|
||||
float cf = 1./(focus + 1);
|
||||
float factor = clamp(abs(z - cf) * diaphragm, 0, 100);
|
||||
factor = 1. - 1. / (factor + 1.);
|
||||
factor *= factor;
|
||||
factor *= factor;
|
||||
//factor *= factor;
|
||||
factor *= radius;
|
||||
vec2 cdt = factor * dt;
|
||||
sum = 1.;
|
||||
scol += getTexel(tc + (cdt * 1), 2.5);
|
||||
scol += getTexel(tc + (cdt * 2), 2.0);
|
||||
scol += getTexel(tc + (cdt * 3), 1.5);
|
||||
scol += getTexel(tc + (cdt * 4), 1.0);
|
||||
scol += getTexel(tc + (cdt * 5), 0.5);
|
||||
scol += getTexel(tc + (cdt * -1), 2.5);
|
||||
scol += getTexel(tc + (cdt * -2), 2.0);
|
||||
scol += getTexel(tc + (cdt * -3), 1.5);
|
||||
scol += getTexel(tc + (cdt * -4), 1.0);
|
||||
scol += getTexel(tc + (cdt * -5), 0.5);
|
||||
scol /= sum;
|
||||
qgl_FragData[0].rgba = scol;
|
||||
}
|
||||
6
libs/qglview/shaders/dof.vert
Normal file
6
libs/qglview/shaders/dof.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = vec4(qgl_Vertex,1);
|
||||
}
|
||||
7
libs/qglview/shaders/downscale.frag
Normal file
7
libs/qglview/shaders/downscale.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0;
|
||||
|
||||
void main(void) {
|
||||
qgl_FragData[0].rgb = textureLod(t0, qgl_FragTexture.xy, 3).rgb;
|
||||
}
|
||||
6
libs/qglview/shaders/downscale.vert
Normal file
6
libs/qglview/shaders/downscale.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
67
libs/qglview/shaders/dsl_pass_0.frag
Normal file
67
libs/qglview/shaders/dsl_pass_0.frag
Normal file
@@ -0,0 +1,67 @@
|
||||
#version 150
|
||||
|
||||
//#extension GL_ARB_conservative_depth: enable
|
||||
//layout(depth_less) out float gl_FragDepth;
|
||||
|
||||
in vec3 src_normal, normal, binormal;//, et;
|
||||
in vec4 pos, ppos;
|
||||
in float fogCoord, FC, C;
|
||||
in mat3 TBN;
|
||||
|
||||
uniform bool acc_fog;
|
||||
uniform vec2 dt;
|
||||
uniform float z_far, z_near;
|
||||
|
||||
const vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
|
||||
void main(void) {
|
||||
//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
|
||||
//float logz = log(pos.w * C + 1.) * FC;
|
||||
vec4 dc = qgl_FragColor;
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
float hei = dot(texture(qgl_Material.map_relief.map, tc * qgl_Material.map_relief.scale).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
|
||||
|
||||
vec3 n, dn, bn;
|
||||
dn = texture(qgl_Material.map_normal.map, tc * qgl_Material.map_normal.scale).rgb - vec3(0.5, 0.5, 1.);
|
||||
dn = dn * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
|
||||
dn.y = -dn.y;
|
||||
dn = TBN * dn;
|
||||
//dn.z = 0;
|
||||
n = normalize(qgl_NormalMatrix * (normal + dn));
|
||||
bn = normalize(qgl_NormalMatrix * binormal);
|
||||
//n = dn;
|
||||
|
||||
dc *= texture(qgl_Material.map_diffuse.map, tc * qgl_Material.map_diffuse.scale) * qgl_Material.map_diffuse.amount + qgl_Material.map_diffuse.offset;
|
||||
|
||||
vec4 spec = texture(qgl_Material.map_specular.map, tc * qgl_Material.map_specular.scale) * qgl_Material.map_specular.amount + qgl_Material.map_specular.offset;
|
||||
spec *= qgl_Material.color_specular;
|
||||
float specularity = dot(texture(qgl_Material.map_specularity.map, tc * qgl_Material.map_specularity.scale).rgb, luma) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset;
|
||||
specularity = clamp(specularity, 0.05, 0.99);
|
||||
float reflectivity = qgl_Material.reflectivity;//dot(texture(qgl_Material.map_specularity.map, tc).rgb, luma) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset;
|
||||
reflectivity = clamp(reflectivity, 0., 1.);
|
||||
vec4 self = texture(qgl_Material.map_self_illumination.map, tc * qgl_Material.map_self_illumination.scale) * qgl_Material.map_self_illumination.amount + qgl_Material.map_self_illumination.offset;
|
||||
self *= qgl_Material.color_self_illumination;
|
||||
|
||||
vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
|
||||
//speed /= abs(pos.z);
|
||||
|
||||
//gl_FragDepth = logz;
|
||||
qgl_FragData[0] = vec4(dc.rgb, 0.);
|
||||
qgl_FragData[1] = vec4(n.xyz, specularity + round(reflectivity * 100));
|
||||
qgl_FragData[2] = vec4(spec.rgb, hei);
|
||||
qgl_FragData[3] = vec4(self.rgb, bn.x);
|
||||
qgl_FragData[4] = vec4(speed.xy, bn.yz);
|
||||
|
||||
//gl_FragData[0] = vec4(et.xyz, pos.w);
|
||||
//gl_FragDepth = gl_FragCoord.z - clamp(hei / pos.z / pos.z / (abs(n.z) + 1), -0.01, 0.01);
|
||||
/*vec4 dp = pos;
|
||||
dp.x = floor(dp.w / 255.) / 255.;
|
||||
dp.w -= dp.x * 65025;
|
||||
dp.y = floor(dp.w) / 255.;
|
||||
dp.w -= dp.y * 255.;
|
||||
dp.z = fract(dp.w);*/
|
||||
//dp.x = dp.w;
|
||||
//dp.w = (gl_FrontMaterial.specular.r + gl_FrontMaterial.specular.g + gl_FrontMaterial.specular.b) / 3. / 25.5;
|
||||
//gl_FragData[2] = dp;
|
||||
//gl_FragData[3] = vec4(light_model / 255., 0, 0, 0);
|
||||
}
|
||||
46
libs/qglview/shaders/dsl_pass_0.vert
Normal file
46
libs/qglview/shaders/dsl_pass_0.vert
Normal file
@@ -0,0 +1,46 @@
|
||||
#version 150
|
||||
|
||||
out vec3 src_normal, normal, binormal;//, et;
|
||||
out vec4 pos, ppos;
|
||||
out float fogCoord, FC, C;
|
||||
out mat3 TBN;
|
||||
|
||||
uniform bool acc_fog;
|
||||
uniform vec2 dt;
|
||||
uniform vec3 eye;
|
||||
uniform mat4 prev_ModelViewProjectioMatrix;
|
||||
uniform float z_near, z_far;
|
||||
|
||||
void main(void) {
|
||||
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
|
||||
binormal = qgl_Bitangent;//(qgl_NormalMatrix * qgl_Normal);
|
||||
pos = qgl_ftransform();
|
||||
TBN = mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
|
||||
/*if (acc_fog) {
|
||||
fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start);
|
||||
fogCoord = 1. - clamp(fogCoord, 0., 1.);
|
||||
}*/
|
||||
//gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
//gl_TexCoord[1] = gl_MultiTexCoord1;
|
||||
|
||||
src_normal = normalize(vec3(pos.xy * dt * 2., 0));
|
||||
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
qgl_FragColor = qgl_Color;
|
||||
//tp /= tp.w;
|
||||
ppos = prev_ModelViewProjectioMatrix * vec4(qgl_Vertex.xyz, 1);
|
||||
//pos.w = pos.w;
|
||||
//speed = tp - ppos;
|
||||
//speed /= (abs(speed) + 1.);
|
||||
//speed.xyz *= speed.w;
|
||||
//pos *= pos.w;
|
||||
|
||||
//logz = gl_Position.w*C + 1; //version with fragment code
|
||||
C = 0.01;
|
||||
FC = 1. / log(z_far * C + 1.);
|
||||
|
||||
//pos.z = (logz + logz - 1) * pos.w;
|
||||
|
||||
gl_Position = pos;
|
||||
|
||||
}
|
||||
167
libs/qglview/shaders/dsl_pass_1.frag
Normal file
167
libs/qglview/shaders/dsl_pass_1.frag
Normal file
@@ -0,0 +1,167 @@
|
||||
#version 150
|
||||
//#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
in vec3 view_dir;
|
||||
in vec4 view_pos;
|
||||
|
||||
uniform vec3 ambient;
|
||||
uniform sampler2D t0, t1, t2, t3, t4, t_pp;
|
||||
uniform sampler2D td;
|
||||
uniform int gid, lightsCount, shadow_on;
|
||||
uniform float z_near, z_far;
|
||||
uniform bool firstPass;
|
||||
uniform vec2 dt;
|
||||
uniform vec4 back_color;
|
||||
uniform mat4 mat_proji, mat_view, mat_viewi, mat_viewproji;
|
||||
|
||||
float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
|
||||
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
|
||||
|
||||
vec4 pos, lpos, shp;
|
||||
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
|
||||
vec3 vds, vds2;
|
||||
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
|
||||
|
||||
float getShadow(int light, vec3 view_pos, vec3 dpos) {
|
||||
shp = qgl_Light[light].shadowMatrix * vec4(view_pos + dpos, 1);
|
||||
shp.z -= z_near / 20.;
|
||||
return textureProj(qgl_Light[light].shadow, shp);
|
||||
}
|
||||
|
||||
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
||||
lpos = qgl_Light[index].position;
|
||||
ldir = lpos.xyz - (pos.xyz * lpos.w);
|
||||
ldist = length(ldir);
|
||||
ldir = normalize(ldir);
|
||||
halfV = normalize(ldir + v);
|
||||
NdotL = max(dot(n, ldir), 0.0001);
|
||||
NdotH = max(dot(n, halfV), 0.0001);
|
||||
spot = step(0., NdotL) * qgl_Light[index].intensity;
|
||||
if (qgl_Light[index].endAngle <= 90.) {
|
||||
float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
|
||||
spot *= scos * step(qgl_Light[index].endAngleCos, scos);
|
||||
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
|
||||
//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
|
||||
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
|
||||
//bn2 = normalize(cross(lwdir, bn));
|
||||
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
|
||||
//spot *= clamp(1. - sdist, 0, 1);
|
||||
vds = ds * bn.xyz;
|
||||
vds2 = ds * bn2.xyz;
|
||||
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
|
||||
shadow += getShadow(index, pos.xyz, vds ) * 2.;
|
||||
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
|
||||
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
|
||||
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
|
||||
/*shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
|
||||
shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
|
||||
shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
|
||||
shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
|
||||
shadow += getShadow(index, pos.xyz, vds + vds );
|
||||
shadow += getShadow(index, pos.xyz, - vds - vds );
|
||||
shadow += getShadow(index, pos.xyz, - vds2 - vds2);
|
||||
shadow += getShadow(index, pos.xyz, + vds2 + vds2);
|
||||
shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
|
||||
shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
|
||||
shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
|
||||
shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
|
||||
shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
|
||||
shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
|
||||
shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
|
||||
shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);*/
|
||||
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
|
||||
spot *= mix(1., shadow / 11., shadow_on);
|
||||
}
|
||||
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
|
||||
///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
|
||||
//si += spot * qgl_Light[index].color.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
|
||||
float NdotLs = NdotL*NdotL;
|
||||
float NdotHs = NdotH*NdotH;
|
||||
float ndlc = (1. - NdotLs) / NdotLs;
|
||||
float der = NdotLs * (sh_mul + ndlc);
|
||||
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
|
||||
li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n);
|
||||
ndlc = (1. - NdotHs) / NdotHs;
|
||||
der = NdotHs * (sh_mul + ndlc);
|
||||
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
||||
}
|
||||
|
||||
|
||||
const float _pe = 2.4e-7;
|
||||
|
||||
void main(void) {
|
||||
//if (d == 1.) discard;
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
float z = texelFetch(td, tc, 0).r;
|
||||
if (z == 1.) {
|
||||
qgl_FragData[0] = back_color;
|
||||
return;
|
||||
}
|
||||
vec4 v0 = texelFetch(t0, tc, 0),
|
||||
v1 = texelFetch(t1, tc, 0),
|
||||
v2 = texelFetch(t2, tc, 0),
|
||||
v3 = texelFetch(t3, tc, 0),
|
||||
v4 = texelFetch(t4, tc, 0);
|
||||
|
||||
z = z + z - 1;
|
||||
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
|
||||
|
||||
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
|
||||
vec3 dc = v0.rgb, n = v1.xyz;
|
||||
bn = normalize(vec3(v3.w, v4.zw));
|
||||
bn2 = normalize(cross(n, bn));
|
||||
float height = v2.w;
|
||||
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
||||
si = vec3(0.);
|
||||
|
||||
/*float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
|
||||
pos = vec4(sp, 0., 1) * mat_proji;
|
||||
pos.xy *= v0.z;
|
||||
pos.z = posz;*/
|
||||
|
||||
pos.w = 1;
|
||||
pos.xyz = view_dir * z;
|
||||
//pos.z = -pos.z;
|
||||
|
||||
//pos.z = posz;
|
||||
//pos.xyz += n * height;
|
||||
//pos.xyz = v3.xyz;
|
||||
//pos = v3;
|
||||
//pos = vec4(sp, 0, 1.) * mat_proji;
|
||||
//pos *= v0.w;
|
||||
//pos.z += 1;
|
||||
//pos.xy *= 10.;
|
||||
//pos.z = v0.w;
|
||||
vec3 v = normalize(-pos.xyz);
|
||||
|
||||
float reflectivity = 0.;
|
||||
float specularity = modf(v1.w, reflectivity);
|
||||
sh_pow = 1. / max((1. - specularity), 0.0001);
|
||||
sh_mul = max(1. - specularity, 0.0001);
|
||||
for (int i = 0; i < 8; ++i)
|
||||
calcLight(i, n, v, v2);
|
||||
// calcLight(0, n, v, v2);
|
||||
|
||||
qgl_FragData[0] = vec4(max(vec3(0), li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb), v0.w);
|
||||
//qgl_FragData[0].rgb = vec3(length(view_pos.xyz - qgl_Light[1].position.xyz)/3);
|
||||
//qgl_FragData[0].rgb = vec3(view_pos.xyz);
|
||||
//shd = shd - shp.w;
|
||||
|
||||
/*vec3 fp = pos.xyz;// * lpos.w;
|
||||
vec3 _dlp = fp - qgl_Light[0].position.xyz;
|
||||
vec3 _ld = qgl_Light[0].direction.xyz;
|
||||
float lz = dot(_ld, _dlp);
|
||||
vec3 _lt = normalize(cross(_ld, _dlp));
|
||||
vec3 _lt2 = normalize(cross(_lt, _dlp));
|
||||
float ly = dot(qgl_Light[0].shadowDir0.xyz, normalize(_dlp));
|
||||
float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
|
||||
vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
|
||||
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
|
||||
float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz);
|
||||
float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz);
|
||||
qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/
|
||||
|
||||
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
|
||||
//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
|
||||
//qgl_FragData[0].a = 0.;
|
||||
}
|
||||
16
libs/qglview/shaders/dsl_pass_1.vert
Normal file
16
libs/qglview/shaders/dsl_pass_1.vert
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 150
|
||||
|
||||
in vec3 view_corner;
|
||||
out vec3 view_dir;
|
||||
out vec4 view_pos;
|
||||
|
||||
void main(void) {
|
||||
//view_dir = vec3(0.8);
|
||||
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
|
||||
view_pos /= view_pos.w;
|
||||
view_dir = vec3(view_corner.xyz);// / view_corner.z;
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
qgl_FragColor = qgl_Color;
|
||||
gl_Position = qgl_ftransform();
|
||||
//gl_Position = vec4(qgl_Vertex,1);
|
||||
}
|
||||
13
libs/qglview/shaders/dsl_pass_2.frag
Normal file
13
libs/qglview/shaders/dsl_pass_2.frag
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 120
|
||||
|
||||
uniform sampler2D t0, depth;
|
||||
uniform vec3 backColor;
|
||||
|
||||
void main(void) {
|
||||
//gl_FragColor.rgb=vec3(1,1,1);
|
||||
if (texture2D(depth, gl_TexCoord[0].xy).x == 1.) {
|
||||
gl_FragColor.rgb = backColor;
|
||||
return;
|
||||
}
|
||||
gl_FragColor.rgb = texture2D(t0, gl_TexCoord[0].xy).rgb;
|
||||
}
|
||||
6
libs/qglview/shaders/dsl_pass_2.vert
Normal file
6
libs/qglview/shaders/dsl_pass_2.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 120
|
||||
|
||||
void main(void) {
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
7
libs/qglview/shaders/fbo_add.frag
Normal file
7
libs/qglview/shaders/fbo_add.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, t1;
|
||||
|
||||
void main(void) {
|
||||
qgl_FragData[0].rgb = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb + texelFetch(t1, ivec2(gl_FragCoord.xy), 0).rgb;
|
||||
}
|
||||
6
libs/qglview/shaders/fbo_add.vert
Normal file
6
libs/qglview/shaders/fbo_add.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
2048
libs/qglview/shaders/fxaa_v3.h
Normal file
2048
libs/qglview/shaders/fxaa_v3.h
Normal file
@@ -0,0 +1,2048 @@
|
||||
/*============================================================================
|
||||
|
||||
|
||||
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
|
||||
------------------------------------------------------------------------------
|
||||
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
|
||||
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
|
||||
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
|
||||
CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
|
||||
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
|
||||
OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
|
||||
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
INTEGRATION CHECKLIST
|
||||
------------------------------------------------------------------------------
|
||||
(1.)
|
||||
In the shader source, setup defines for the desired configuration.
|
||||
When providing multiple shaders (for different presets),
|
||||
simply setup the defines differently in multiple files.
|
||||
Example,
|
||||
|
||||
#define FXAA_PC 1
|
||||
#define FXAA_HLSL_5 1
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
|
||||
Or,
|
||||
|
||||
#define FXAA_360 1
|
||||
|
||||
Or,
|
||||
|
||||
#define FXAA_PS3 1
|
||||
|
||||
Etc.
|
||||
|
||||
(2.)
|
||||
Then include this file,
|
||||
|
||||
#include "Fxaa3_11.h"
|
||||
|
||||
(3.)
|
||||
Then call the FXAA pixel shader from within your desired shader.
|
||||
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
|
||||
As for FXAA 3.11 all inputs for all shaders are the same
|
||||
to enable easy porting between platforms.
|
||||
|
||||
return FxaaPixelShader(...);
|
||||
|
||||
(4.)
|
||||
Insure pass prior to FXAA outputs RGBL (see next section).
|
||||
Or use,
|
||||
|
||||
#define FXAA_GREEN_AS_LUMA 1
|
||||
|
||||
(5.)
|
||||
Setup engine to provide the following constants
|
||||
which are used in the FxaaPixelShader() inputs,
|
||||
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
|
||||
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
|
||||
|
||||
(6.)
|
||||
Have FXAA vertex shader run as a full screen triangle,
|
||||
and output "pos" and "fxaaConsolePosPos"
|
||||
such that inputs in the pixel shader provide,
|
||||
|
||||
// {xy} = center of pixel
|
||||
FxaaFloat2 pos,
|
||||
|
||||
// {xy__} = upper left of pixel
|
||||
// {__zw} = lower right of pixel
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
|
||||
(7.)
|
||||
Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
INTEGRATION - RGBL AND COLORSPACE
|
||||
------------------------------------------------------------------------------
|
||||
FXAA3 requires RGBL as input unless the following is set,
|
||||
|
||||
#define FXAA_GREEN_AS_LUMA 1
|
||||
|
||||
In which case the engine uses green in place of luma,
|
||||
and requires RGB input is in a non-linear colorspace.
|
||||
|
||||
RGB should be LDR (low dynamic range).
|
||||
Specifically do FXAA after tonemapping.
|
||||
|
||||
RGB data as returned by a texture fetch can be non-linear,
|
||||
or linear when FXAA_GREEN_AS_LUMA is not set.
|
||||
Note an "sRGB format" texture counts as linear,
|
||||
because the result of a texture fetch is linear data.
|
||||
Regular "RGBA8" textures in the sRGB colorspace are non-linear.
|
||||
|
||||
If FXAA_GREEN_AS_LUMA is not set,
|
||||
luma must be stored in the alpha channel prior to running FXAA.
|
||||
This luma should be in a perceptual space (could be gamma 2.0).
|
||||
Example pass before FXAA where output is gamma 2.0 encoded,
|
||||
|
||||
color.rgb = ToneMap(color.rgb); // linear color output
|
||||
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
|
||||
return color;
|
||||
|
||||
To use FXAA,
|
||||
|
||||
color.rgb = ToneMap(color.rgb); // linear color output
|
||||
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
|
||||
color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
|
||||
return color;
|
||||
|
||||
Another example where output is linear encoded,
|
||||
say for instance writing to an sRGB formated render target,
|
||||
where the render target does the conversion back to sRGB after blending,
|
||||
|
||||
color.rgb = ToneMap(color.rgb); // linear color output
|
||||
return color;
|
||||
|
||||
To use FXAA,
|
||||
|
||||
color.rgb = ToneMap(color.rgb); // linear color output
|
||||
color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
|
||||
return color;
|
||||
|
||||
Getting luma correct is required for the algorithm to work correctly.
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
BEING LINEARLY CORRECT?
|
||||
------------------------------------------------------------------------------
|
||||
Applying FXAA to a framebuffer with linear RGB color will look worse.
|
||||
This is very counter intuitive, but happends to be true in this case.
|
||||
The reason is because dithering artifacts will be more visiable
|
||||
in a linear colorspace.
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
COMPLEX INTEGRATION
|
||||
------------------------------------------------------------------------------
|
||||
Q. What if the engine is blending into RGB before wanting to run FXAA?
|
||||
|
||||
A. In the last opaque pass prior to FXAA,
|
||||
have the pass write out luma into alpha.
|
||||
Then blend into RGB only.
|
||||
FXAA should be able to run ok
|
||||
assuming the blending pass did not any add aliasing.
|
||||
This should be the common case for particles and common blending passes.
|
||||
|
||||
A. Or use FXAA_GREEN_AS_LUMA.
|
||||
|
||||
============================================================================*/
|
||||
|
||||
/*============================================================================
|
||||
|
||||
INTEGRATION KNOBS
|
||||
|
||||
============================================================================*/
|
||||
//
|
||||
// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
|
||||
// FXAA_360_OPT is a prototype for the new optimized 360 version.
|
||||
//
|
||||
// 1 = Use API.
|
||||
// 0 = Don't use API.
|
||||
//
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#ifndef FXAA_PS3
|
||||
#define FXAA_PS3 0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#ifndef FXAA_360
|
||||
#define FXAA_360 0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#ifndef FXAA_360_OPT
|
||||
#define FXAA_360_OPT 0
|
||||
#endif
|
||||
/*==========================================================================*/
|
||||
#ifndef FXAA_PC
|
||||
//
|
||||
// FXAA Quality
|
||||
// The high quality PC algorithm.
|
||||
//
|
||||
#define FXAA_PC 0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#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 CONSOLE PS3 - TUNING KNOBS
|
||||
============================================================================*/
|
||||
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
|
||||
//
|
||||
// Consoles the sharpness of edges on PS3 only.
|
||||
// Non-PS3 tuning is done with shader input.
|
||||
//
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 4 and 8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
//
|
||||
// 8.0 is sharper
|
||||
// 4.0 is softer
|
||||
// 2.0 is really soft (good for vector graphics inputs)
|
||||
//
|
||||
#if 1
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
|
||||
#endif
|
||||
#if 0
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
|
||||
#endif
|
||||
#if 0
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
|
||||
#endif
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
|
||||
//
|
||||
// Only effects PS3.
|
||||
// Non-PS3 tuning is done with shader input.
|
||||
//
|
||||
// The minimum amount of local contrast required to apply algorithm.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
//
|
||||
// This only applies when FXAA_EARLY_EXIT is 1.
|
||||
//
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 0.25 and 0.125.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
//
|
||||
// 0.125 leaves less aliasing, but is softer
|
||||
// 0.25 leaves more aliasing, and is sharper
|
||||
//
|
||||
#if 1
|
||||
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
|
||||
#else
|
||||
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
|
||||
#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_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_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) || (FXAA_360 == 1) || (FXAA_PS3 == 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; }
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.rgb, FxaaFloat3(0.299, 0.587, 0.114)); }
|
||||
#else
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
/*============================================================================
|
||||
|
||||
FXAA3 QUALITY - PC
|
||||
|
||||
============================================================================*/
|
||||
#if (FXAA_PC == 1)
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
//
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy} = center of pixel
|
||||
FxaaFloat2 pos,
|
||||
//
|
||||
// Used only for FXAA Console, and not used on the 360 version.
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy__} = upper left of pixel
|
||||
// {__zw} = lower right of pixel
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
//
|
||||
// Input color texture.
|
||||
// {rgb_} = color in linear or perceptual color space
|
||||
// if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// {___a} = luma in perceptual color space (not linear)
|
||||
FxaaTex tex,
|
||||
//
|
||||
// Only used on the optimized 360 version of FXAA Console.
|
||||
// For everything but 360, just use the same input here as for "tex".
|
||||
// For 360, same texture, just alias with a 2nd sampler.
|
||||
// This sampler needs to have an exponent bias of -1.
|
||||
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
||||
//
|
||||
// Only used on the optimized 360 version of FXAA Console.
|
||||
// For everything but 360, just use the same input here as for "tex".
|
||||
// For 360, same texture, just alias with a 3nd sampler.
|
||||
// This sampler needs to have an exponent bias of -2.
|
||||
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This must be from a constant/uniform.
|
||||
// {x_} = 1.0/screenWidthInPixels
|
||||
// {_y} = 1.0/screenHeightInPixels
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This must be from a constant/uniform.
|
||||
// This effects sub-pixel AA quality and inversely sharpness.
|
||||
// Where N ranges between,
|
||||
// N = 0.50 (default)
|
||||
// N = 0.33 (sharper)
|
||||
// {x___} = -N/screenWidthInPixels
|
||||
// {_y__} = -N/screenHeightInPixels
|
||||
// {__z_} = N/screenWidthInPixels
|
||||
// {___w} = N/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// Not used on 360, but used on PS3 and PC.
|
||||
// This must be from a constant/uniform.
|
||||
// {x___} = -2.0/screenWidthInPixels
|
||||
// {_y__} = -2.0/screenHeightInPixels
|
||||
// {__z_} = 2.0/screenWidthInPixels
|
||||
// {___w} = 2.0/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
|
||||
// This must be from a constant/uniform.
|
||||
// {x___} = 8.0/screenWidthInPixels
|
||||
// {_y__} = 8.0/screenHeightInPixels
|
||||
// {__z_} = -4.0/screenWidthInPixels
|
||||
// {___w} = -4.0/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__SUBPIX define.
|
||||
// It is here now to allow easier tuning.
|
||||
// Choose the amount of sub-pixel aliasing removal.
|
||||
// This can effect sharpness.
|
||||
// 1.00 - upper limit (softer)
|
||||
// 0.75 - default amount of filtering
|
||||
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
||||
// 0.25 - almost off
|
||||
// 0.00 - completely off
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
|
||||
// It is here now to allow easier tuning.
|
||||
// The minimum amount of local contrast required to apply algorithm.
|
||||
// 0.333 - too little (faster)
|
||||
// 0.250 - low quality
|
||||
// 0.166 - default
|
||||
// 0.125 - high quality
|
||||
// 0.063 - overkill (slower)
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
|
||||
// It is here now to allow easier tuning.
|
||||
// Trims the algorithm from processing darks.
|
||||
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
||||
// 0.0625 - high quality (faster)
|
||||
// 0.0312 - visible limit (slower)
|
||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
||||
// Likely want to set this to zero.
|
||||
// As colors that are mostly not-green
|
||||
// will appear very dark in the green channel!
|
||||
// Tune by looking at mostly non-green content,
|
||||
// then start at zero and increase until aliasing is a problem.
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only three safe values here: 2 and 4 and 8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// For all other platforms can be a non-power of two.
|
||||
// 8.0 is sharper (default!!!)
|
||||
// 4.0 is softer
|
||||
// 2.0 is really soft (good only for vector graphics inputs)
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 1/4 and 1/8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// Other platforms can use other values.
|
||||
// 0.125 leaves less aliasing, but is softer (default!!!)
|
||||
// 0.25 leaves more aliasing, and is sharper
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
|
||||
// It is here now to allow easier tuning.
|
||||
// Trims the algorithm from processing darks.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// This only applies when FXAA_EARLY_EXIT is 1.
|
||||
// This does not apply to PS3,
|
||||
// PS3 was simplified to avoid more shader instructions.
|
||||
// 0.06 - faster but more aliasing in darks
|
||||
// 0.05 - default
|
||||
// 0.04 - slower and less aliasing in darks
|
||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
||||
// Likely want to set this to zero.
|
||||
// As colors that are mostly not-green
|
||||
// will appear very dark in the green channel!
|
||||
// Tune by looking at mostly non-green content,
|
||||
// then start at zero and increase until aliasing is a problem.
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
//
|
||||
// Extra constants for 360 FXAA Console only.
|
||||
// Use zeros or anything else for other platforms.
|
||||
// These must be in physical constant registers and NOT immedates.
|
||||
// Immedates will result in compiler un-optimizing.
|
||||
// {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 posM;
|
||||
posM.x = pos.x;
|
||||
posM.y = pos.y;
|
||||
#if (FXAA_GATHER4_ALPHA == 1)
|
||||
#if (FXAA_DISCARD == 0)
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
#define lumaM rgbyM.w
|
||||
#else
|
||||
#define lumaM rgbyM.y
|
||||
#endif
|
||||
#endif
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
|
||||
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
|
||||
#else
|
||||
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
|
||||
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
|
||||
#endif
|
||||
#if (FXAA_DISCARD == 1)
|
||||
#define lumaM luma4A.w
|
||||
#endif
|
||||
#define lumaE luma4A.z
|
||||
#define lumaS luma4A.x
|
||||
#define lumaSE luma4A.y
|
||||
#define lumaNW luma4B.w
|
||||
#define lumaN luma4B.z
|
||||
#define lumaW luma4B.x
|
||||
#else
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
#define lumaM rgbyM.w
|
||||
#else
|
||||
#define lumaM rgbyM.y
|
||||
#endif
|
||||
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
|
||||
/*--------------------------------------------------------------------------*/
|
||||
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)
|
||||
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));
|
||||
#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
|
||||
|
||||
|
||||
|
||||
|
||||
/*============================================================================
|
||||
|
||||
FXAA3 CONSOLE - PC VERSION
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Instead of using this on PC, I'd suggest just using FXAA Quality with
|
||||
#define FXAA_QUALITY__PRESET 10
|
||||
Or
|
||||
#define FXAA_QUALITY__PRESET 20
|
||||
Either are higher qualilty and almost as fast as this on modern PC GPUs.
|
||||
============================================================================*/
|
||||
#if (FXAA_PC_CONSOLE == 1)
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
FxaaFloat2 pos,
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
FxaaTex tex,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
||||
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
||||
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
||||
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
FxaaFloat lumaM = rgbyM.w;
|
||||
#else
|
||||
FxaaFloat lumaM = rgbyM.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
||||
lumaNe += 1.0/384.0;
|
||||
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
||||
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
||||
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
||||
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
||||
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
||||
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
||||
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
||||
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
||||
if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir;
|
||||
dir.x = dirSwMinusNe + dirSeMinusNw;
|
||||
dir.y = dirSwMinusNe - dirSeMinusNw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir1 = normalize(dir.xy);
|
||||
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
||||
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
|
||||
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
||||
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
|
||||
#else
|
||||
FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
|
||||
#endif
|
||||
if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||
return rgbyB; }
|
||||
/*==========================================================================*/
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
/*============================================================================
|
||||
|
||||
FXAA3 CONSOLE - 360 PIXEL SHADER
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
This optimized version thanks to suggestions from Andy Luedke.
|
||||
Should be fully tex bound in all cases.
|
||||
As of the FXAA 3.11 release, I have still not tested this code,
|
||||
however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
|
||||
And note this is replacing the old unoptimized version.
|
||||
If it does not work, please let me know so I can fix it.
|
||||
============================================================================*/
|
||||
#if (FXAA_360 == 1)
|
||||
/*--------------------------------------------------------------------------*/
|
||||
[reduceTempRegUsage(4)]
|
||||
float4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
FxaaFloat2 pos,
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
FxaaTex tex,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 lumaNwNeSwSe;
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
asm {
|
||||
tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
|
||||
};
|
||||
#else
|
||||
asm {
|
||||
tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
|
||||
tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
|
||||
};
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
lumaNwNeSwSe.y += 1.0/384.0;
|
||||
float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
||||
float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
||||
float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
|
||||
float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
float lumaMinM = min(lumaMin, rgbyM.w);
|
||||
float lumaMaxM = max(lumaMax, rgbyM.w);
|
||||
#else
|
||||
float lumaMinM = min(lumaMin, rgbyM.y);
|
||||
float lumaMaxM = max(lumaMax, rgbyM.y);
|
||||
#endif
|
||||
if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float2 dir;
|
||||
dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
|
||||
dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
|
||||
dir = normalize(dir);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 dir2;
|
||||
float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
|
||||
dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
|
||||
dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
|
||||
float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
|
||||
float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
|
||||
float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 rgbyA = rgbyN1 + rgbyP1;
|
||||
float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB;
|
||||
rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA;
|
||||
return rgbyR; }
|
||||
/*==========================================================================*/
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
/*============================================================================
|
||||
|
||||
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
|
||||
|
||||
==============================================================================
|
||||
The code below does not exactly match the assembly.
|
||||
I have a feeling that 12 cycles is possible, but was not able to get there.
|
||||
Might have to increase register count to get full performance.
|
||||
Note this shader does not use perspective interpolation.
|
||||
|
||||
Use the following cgc options,
|
||||
|
||||
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
NVSHADERPERF OUTPUT
|
||||
------------------------------------------------------------------------------
|
||||
For reference and to aid in debug, output of NVShaderPerf should match this,
|
||||
|
||||
Shader to schedule:
|
||||
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
||||
2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
||||
4: texpkb h0.w(TRUE), v5.xwxx, #0
|
||||
6: addh h0.z(TRUE), -h2, h0.w
|
||||
7: texpkb h1.w(TRUE), v5, #0
|
||||
9: addh h0.x(TRUE), h0.z, -h1.w
|
||||
10: addh h3.w(TRUE), h0.z, h1
|
||||
11: texpkb h2.w(TRUE), v5.zwzz, #0
|
||||
13: addh h0.z(TRUE), h3.w, -h2.w
|
||||
14: addh h0.x(TRUE), h2.w, h0
|
||||
15: nrmh h1.xz(TRUE), h0_n
|
||||
16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
|
||||
17: maxh h4.w(TRUE), h0, h1
|
||||
18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
|
||||
19: movr r1.zw(TRUE), v4.xxxy
|
||||
20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
|
||||
22: minh h5.w(TRUE), h0, h1
|
||||
23: texpkb h0(TRUE), r2.xzxx, #0
|
||||
25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
|
||||
27: maxh h4.x(TRUE), h2.z, h2.w
|
||||
28: texpkb h1(TRUE), r0.zwzz, #0
|
||||
30: addh_d2 h1(TRUE), h0, h1
|
||||
31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
||||
33: texpkb h0(TRUE), r0, #0
|
||||
35: minh h4.z(TRUE), h2, h2.w
|
||||
36: fenct TRUE
|
||||
37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
||||
39: texpkb h2(TRUE), r1, #0
|
||||
41: addh_d2 h0(TRUE), h0, h2
|
||||
42: maxh h2.w(TRUE), h4, h4.x
|
||||
43: minh h2.x(TRUE), h5.w, h4.z
|
||||
44: addh_d2 h0(TRUE), h0, h1
|
||||
45: slth h2.x(TRUE), h0.w, h2
|
||||
46: sgth h2.w(TRUE), h0, h2
|
||||
47: movh h0(TRUE), h0
|
||||
48: addx.c0 rc(TRUE), h2, h2.w
|
||||
49: movh h0(c0.NE.x), h1
|
||||
|
||||
IPU0 ------ Simplified schedule: --------
|
||||
Pass | Unit | uOp | PC: Op
|
||||
-----+--------+------+-------------------------
|
||||
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
||||
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
||||
| SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
|
||||
| | |
|
||||
2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
||||
| TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
||||
| SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
|
||||
| | |
|
||||
3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
||||
| TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
||||
| SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
|
||||
| SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
|
||||
| | |
|
||||
4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
||||
| TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
||||
| SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
|
||||
| SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
|
||||
| | |
|
||||
5 | SCT1 | mov | 15: NRMh h1.xz, h0;
|
||||
| SRB | nrm | 15: NRMh h1.xz, h0;
|
||||
| SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
|
||||
| SCB1 | max | 17: MAXh h4.w, h0, h1;
|
||||
| | |
|
||||
6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
|
||||
| SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
|
||||
| SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
|
||||
| SCB1 | min | 22: MINh h5.w, h0, h1;
|
||||
| | |
|
||||
7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
||||
| TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
||||
| SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
|
||||
| SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
|
||||
| | |
|
||||
8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
||||
| TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
||||
| SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
|
||||
| | |
|
||||
9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
|
||||
| SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
|
||||
| TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
|
||||
| SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
|
||||
| | |
|
||||
10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
|
||||
| SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
|
||||
| TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
|
||||
| SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
|
||||
| | |
|
||||
11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
|
||||
| SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
|
||||
| SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
|
||||
| | |
|
||||
12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
|
||||
| SCT1 | set | 46: SGTh h2.w, h0, h2;
|
||||
| SCB0/1 | mul | 47: MOVh h0, h0;
|
||||
| | |
|
||||
13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
|
||||
| SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
|
||||
|
||||
Pass SCT TEX SCB
|
||||
1: 0% 100% 25%
|
||||
2: 0% 100% 25%
|
||||
3: 0% 100% 50%
|
||||
4: 0% 100% 50%
|
||||
5: 0% 0% 50%
|
||||
6: 100% 0% 75%
|
||||
7: 0% 100% 75%
|
||||
8: 0% 100% 100%
|
||||
9: 0% 100% 25%
|
||||
10: 0% 100% 100%
|
||||
11: 50% 0% 100%
|
||||
12: 50% 0% 100%
|
||||
13: 25% 0% 100%
|
||||
|
||||
MEAN: 17% 61% 67%
|
||||
|
||||
Pass SCT0 SCT1 TEX SCB0 SCB1
|
||||
1: 0% 0% 100% 0% 100%
|
||||
2: 0% 0% 100% 0% 100%
|
||||
3: 0% 0% 100% 100% 100%
|
||||
4: 0% 0% 100% 100% 100%
|
||||
5: 0% 0% 0% 100% 100%
|
||||
6: 100% 100% 0% 100% 100%
|
||||
7: 0% 0% 100% 100% 100%
|
||||
8: 0% 0% 100% 100% 100%
|
||||
9: 0% 0% 100% 0% 100%
|
||||
10: 0% 0% 100% 100% 100%
|
||||
11: 100% 100% 0% 100% 100%
|
||||
12: 100% 100% 0% 100% 100%
|
||||
13: 100% 0% 0% 100% 100%
|
||||
|
||||
MEAN: 30% 23% 61% 76% 100%
|
||||
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
|
||||
Results 13 cycles, 3 r regs, 923,076,923 pixels/s
|
||||
============================================================================*/
|
||||
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#pragma regcount 7
|
||||
#pragma disablepc all
|
||||
#pragma option O3
|
||||
#pragma option OutColorPrec=fp16
|
||||
#pragma texformat default RGBA8
|
||||
/*==========================================================================*/
|
||||
half4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
FxaaFloat2 pos,
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
FxaaTex tex,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (1)
|
||||
half4 dir;
|
||||
half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
lumaNe.w += half(1.0/512.0);
|
||||
dir.x = -lumaNe.w;
|
||||
dir.z = -lumaNe.w;
|
||||
#else
|
||||
lumaNe.y += half(1.0/512.0);
|
||||
dir.x = -lumaNe.y;
|
||||
dir.z = -lumaNe.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (2)
|
||||
half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
dir.x += lumaSw.w;
|
||||
dir.z += lumaSw.w;
|
||||
#else
|
||||
dir.x += lumaSw.y;
|
||||
dir.z += lumaSw.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (3)
|
||||
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
dir.x -= lumaNw.w;
|
||||
dir.z += lumaNw.w;
|
||||
#else
|
||||
dir.x -= lumaNw.y;
|
||||
dir.z += lumaNw.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (4)
|
||||
half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
dir.x += lumaSe.w;
|
||||
dir.z -= lumaSe.w;
|
||||
#else
|
||||
dir.x += lumaSe.y;
|
||||
dir.z -= lumaSe.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (5)
|
||||
half4 dir1_pos;
|
||||
dir1_pos.xy = normalize(dir.xyz).xz;
|
||||
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (6)
|
||||
half4 dir2_pos;
|
||||
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
|
||||
dir1_pos.zw = pos.xy;
|
||||
dir2_pos.zw = pos.xy;
|
||||
half4 temp1N;
|
||||
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (7)
|
||||
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
||||
half4 rgby1;
|
||||
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (8)
|
||||
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
||||
rgby1 = (temp1N + rgby1) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (9)
|
||||
half4 temp2N;
|
||||
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
||||
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (10)
|
||||
half4 rgby2;
|
||||
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
||||
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
||||
rgby2 = (temp2N + rgby2) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (11)
|
||||
// compilier moves these scalar ops up to other cycles
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
|
||||
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
|
||||
#else
|
||||
half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
|
||||
half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
|
||||
#endif
|
||||
rgby2 = (rgby2 + rgby1) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (12)
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
bool twoTapLt = rgby2.w < lumaMin;
|
||||
bool twoTapGt = rgby2.w > lumaMax;
|
||||
#else
|
||||
bool twoTapLt = rgby2.y < lumaMin;
|
||||
bool twoTapGt = rgby2.y > lumaMax;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (13)
|
||||
if(twoTapLt || twoTapGt) rgby2 = rgby1;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
return rgby2; }
|
||||
/*==========================================================================*/
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
/*============================================================================
|
||||
|
||||
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
|
||||
|
||||
==============================================================================
|
||||
The code mostly matches the assembly.
|
||||
I have a feeling that 14 cycles is possible, but was not able to get there.
|
||||
Might have to increase register count to get full performance.
|
||||
Note this shader does not use perspective interpolation.
|
||||
|
||||
Use the following cgc options,
|
||||
|
||||
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
||||
|
||||
Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
|
||||
Will look at fixing this for FXAA 3.12.
|
||||
------------------------------------------------------------------------------
|
||||
NVSHADERPERF OUTPUT
|
||||
------------------------------------------------------------------------------
|
||||
For reference and to aid in debug, output of NVShaderPerf should match this,
|
||||
|
||||
Shader to schedule:
|
||||
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
||||
2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
||||
4: texpkb h1.w(TRUE), v5.xwxx, #0
|
||||
6: addh h0.x(TRUE), h1.w, -h2.y
|
||||
7: texpkb h2.w(TRUE), v5.zwzz, #0
|
||||
9: minh h4.w(TRUE), h2.y, h2
|
||||
10: maxh h5.x(TRUE), h2.y, h2.w
|
||||
11: texpkb h0.w(TRUE), v5, #0
|
||||
13: addh h3.w(TRUE), -h0, h0.x
|
||||
14: addh h0.x(TRUE), h0.w, h0
|
||||
15: addh h0.z(TRUE), -h2.w, h0.x
|
||||
16: addh h0.x(TRUE), h2.w, h3.w
|
||||
17: minh h5.y(TRUE), h0.w, h1.w
|
||||
18: nrmh h2.xz(TRUE), h0_n
|
||||
19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
|
||||
20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
|
||||
21: movr r1.zw(TRUE), v4.xxxy
|
||||
22: maxh h2.w(TRUE), h0, h1
|
||||
23: fenct TRUE
|
||||
24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
||||
26: texpkb h0(TRUE), r0, #0
|
||||
28: maxh h5.x(TRUE), h2.w, h5
|
||||
29: minh h5.w(TRUE), h5.y, h4
|
||||
30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
||||
32: texpkb h2(TRUE), r1, #0
|
||||
34: addh_d2 h2(TRUE), h0, h2
|
||||
35: texpkb h1(TRUE), v4, #0
|
||||
37: maxh h5.y(TRUE), h5.x, h1.w
|
||||
38: minh h4.w(TRUE), h1, h5
|
||||
39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
||||
41: texpkb h0(TRUE), r0, #0
|
||||
43: addh_m8 h5.z(TRUE), h5.y, -h4.w
|
||||
44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
||||
46: texpkb h3(TRUE), r2, #0
|
||||
48: addh_d2 h0(TRUE), h0, h3
|
||||
49: addh_d2 h3(TRUE), h0, h2
|
||||
50: movh h0(TRUE), h3
|
||||
51: slth h3.x(TRUE), h3.w, h5.w
|
||||
52: sgth h3.w(TRUE), h3, h5.x
|
||||
53: addx.c0 rc(TRUE), h3.x, h3
|
||||
54: slth.c0 rc(TRUE), h5.z, h5
|
||||
55: movh h0(c0.NE.w), h2
|
||||
56: movh h0(c0.NE.x), h1
|
||||
|
||||
IPU0 ------ Simplified schedule: --------
|
||||
Pass | Unit | uOp | PC: Op
|
||||
-----+--------+------+-------------------------
|
||||
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
||||
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
||||
| SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
|
||||
| | |
|
||||
2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
||||
| TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
||||
| SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
|
||||
| | |
|
||||
3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
||||
| TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
||||
| SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
|
||||
| SCB1 | min | 9: MINh h4.w, h2.---y, h2;
|
||||
| | |
|
||||
4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
||||
| TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
||||
| SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
|
||||
| SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
|
||||
| | |
|
||||
5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
|
||||
| SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
|
||||
| SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
|
||||
| | |
|
||||
6 | SCT1 | mov | 18: NRMh h2.xz, h0;
|
||||
| SRB | nrm | 18: NRMh h2.xz, h0;
|
||||
| SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
|
||||
| | |
|
||||
7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
|
||||
| SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
|
||||
| SCB1 | max | 22: MAXh h2.w, h0, h1;
|
||||
| | |
|
||||
8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
|
||||
| SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
|
||||
| TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
|
||||
| SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
|
||||
| SCB1 | min | 29: MINh h5.w, h5.---y, h4;
|
||||
| | |
|
||||
9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
|
||||
| SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
|
||||
| TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
|
||||
| SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
|
||||
| | |
|
||||
10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
||||
| TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
||||
| SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
|
||||
| SCB1 | min | 38: MINh h4.w, h1, h5;
|
||||
| | |
|
||||
11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
|
||||
| SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
|
||||
| TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
|
||||
| SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
|
||||
| SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
|
||||
| | |
|
||||
12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
|
||||
| TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
|
||||
| SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
|
||||
| | |
|
||||
13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
|
||||
| SCB0/1 | mul | 50: MOVh h0, h3;
|
||||
| | |
|
||||
14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
|
||||
| SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
|
||||
| SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
|
||||
| SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
|
||||
| | |
|
||||
15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
|
||||
| SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
|
||||
|
||||
Pass SCT TEX SCB
|
||||
1: 0% 100% 25%
|
||||
2: 0% 100% 25%
|
||||
3: 0% 100% 50%
|
||||
4: 0% 100% 50%
|
||||
5: 50% 0% 25%
|
||||
6: 0% 0% 25%
|
||||
7: 100% 0% 25%
|
||||
8: 0% 100% 50%
|
||||
9: 0% 100% 100%
|
||||
10: 0% 100% 50%
|
||||
11: 0% 100% 75%
|
||||
12: 0% 100% 100%
|
||||
13: 100% 0% 100%
|
||||
14: 50% 0% 50%
|
||||
15: 100% 0% 100%
|
||||
|
||||
MEAN: 26% 60% 56%
|
||||
|
||||
Pass SCT0 SCT1 TEX SCB0 SCB1
|
||||
1: 0% 0% 100% 100% 0%
|
||||
2: 0% 0% 100% 100% 0%
|
||||
3: 0% 0% 100% 100% 100%
|
||||
4: 0% 0% 100% 100% 100%
|
||||
5: 100% 100% 0% 100% 0%
|
||||
6: 0% 0% 0% 0% 100%
|
||||
7: 100% 100% 0% 0% 100%
|
||||
8: 0% 0% 100% 100% 100%
|
||||
9: 0% 0% 100% 100% 100%
|
||||
10: 0% 0% 100% 100% 100%
|
||||
11: 0% 0% 100% 100% 100%
|
||||
12: 0% 0% 100% 100% 100%
|
||||
13: 100% 100% 0% 100% 100%
|
||||
14: 100% 100% 0% 100% 100%
|
||||
15: 100% 100% 0% 100% 100%
|
||||
|
||||
MEAN: 33% 33% 60% 86% 80%
|
||||
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
|
||||
Results 15 cycles, 3 r regs, 800,000,000 pixels/s
|
||||
============================================================================*/
|
||||
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#pragma regcount 7
|
||||
#pragma disablepc all
|
||||
#pragma option O2
|
||||
#pragma option OutColorPrec=fp16
|
||||
#pragma texformat default RGBA8
|
||||
/*==========================================================================*/
|
||||
half4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
FxaaFloat2 pos,
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
FxaaTex tex,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
||||
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin,
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
||||
FxaaFloat4 fxaaConsole360ConstDir
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (1)
|
||||
half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaNe = rgbyNe.w + half(1.0/512.0);
|
||||
#else
|
||||
half lumaNe = rgbyNe.y + half(1.0/512.0);
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (2)
|
||||
half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaSwNegNe = lumaSw.w - lumaNe;
|
||||
#else
|
||||
half lumaSwNegNe = lumaSw.y - lumaNe;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (3)
|
||||
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
|
||||
half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
|
||||
#else
|
||||
half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
|
||||
half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (4)
|
||||
half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half dirZ = lumaNw.w + lumaSwNegNe;
|
||||
half dirX = -lumaNw.w + lumaSwNegNe;
|
||||
#else
|
||||
half dirZ = lumaNw.y + lumaSwNegNe;
|
||||
half dirX = -lumaNw.y + lumaSwNegNe;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (5)
|
||||
half3 dir;
|
||||
dir.y = 0.0;
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
dir.x = lumaSe.w + dirX;
|
||||
dir.z = -lumaSe.w + dirZ;
|
||||
half lumaMinNeSe = min(lumaNe, lumaSe.w);
|
||||
#else
|
||||
dir.x = lumaSe.y + dirX;
|
||||
dir.z = -lumaSe.y + dirZ;
|
||||
half lumaMinNeSe = min(lumaNe, lumaSe.y);
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (6)
|
||||
half4 dir1_pos;
|
||||
dir1_pos.xy = normalize(dir).xz;
|
||||
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (7)
|
||||
half4 dir2_pos;
|
||||
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
|
||||
dir1_pos.zw = pos.xy;
|
||||
dir2_pos.zw = pos.xy;
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaMaxNeSe = max(lumaNe, lumaSe.w);
|
||||
#else
|
||||
half lumaMaxNeSe = max(lumaNe, lumaSe.y);
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (8)
|
||||
half4 temp1N;
|
||||
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
||||
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
||||
half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
|
||||
half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (9)
|
||||
half4 rgby1;
|
||||
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
||||
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
||||
rgby1 = (temp1N + rgby1) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (10)
|
||||
half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
half lumaMaxM = max(lumaMax, rgbyM.w);
|
||||
half lumaMinM = min(lumaMin, rgbyM.w);
|
||||
#else
|
||||
half lumaMaxM = max(lumaMax, rgbyM.y);
|
||||
half lumaMinM = min(lumaMin, rgbyM.y);
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (11)
|
||||
half4 temp2N;
|
||||
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
||||
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
||||
half4 rgby2;
|
||||
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
||||
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (12)
|
||||
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
||||
rgby2 = (temp2N + rgby2) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (13)
|
||||
rgby2 = (rgby2 + rgby1) * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (14)
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
bool twoTapLt = rgby2.w < lumaMin;
|
||||
bool twoTapGt = rgby2.w > lumaMax;
|
||||
#else
|
||||
bool twoTapLt = rgby2.y < lumaMin;
|
||||
bool twoTapGt = rgby2.y > lumaMax;
|
||||
#endif
|
||||
bool earlyExit = lumaRangeM < lumaMax;
|
||||
bool twoTap = twoTapLt || twoTapGt;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (15)
|
||||
if(twoTap) rgby2 = rgby1;
|
||||
if(earlyExit) rgby2 = rgbyM;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
return rgby2; }
|
||||
/*==========================================================================*/
|
||||
#endif
|
||||
29
libs/qglview/shaders/hdr.frag
Normal file
29
libs/qglview/shaders/hdr.frag
Normal file
@@ -0,0 +1,29 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0;
|
||||
uniform float exposure;
|
||||
|
||||
float tA = 0.15;
|
||||
float tB = 0.50;
|
||||
float tC = 0.10;
|
||||
float tD = 0.20;
|
||||
float tE = 0.02;
|
||||
float tF = 0.30;
|
||||
float tW = 11.2;
|
||||
|
||||
vec3 Uncharted2Tonemap(vec3 x) {
|
||||
return ((x*(tA*x+tC*tB)+tD*tE)/(x*(tA*x+tB)+tD*tF))-tE/tF;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
//qgl_FragData[0].rgb = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb;
|
||||
//return;
|
||||
vec3 inColor = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb;
|
||||
inColor *= exposure / 1.45;
|
||||
float ExposureBias = 1.;
|
||||
vec3 curr = Uncharted2Tonemap(ExposureBias*inColor);
|
||||
vec3 whiteScale = 1. / Uncharted2Tonemap(vec3(tW));
|
||||
vec3 color = curr * whiteScale;
|
||||
vec3 retColor = color;//pow(color, vec3(1 / 1));
|
||||
qgl_FragData[0].rgb = retColor;
|
||||
}
|
||||
6
libs/qglview/shaders/hdr.vert
Normal file
6
libs/qglview/shaders/hdr.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
13
libs/qglview/shaders/hdr_scale_0.frag
Normal file
13
libs/qglview/shaders/hdr_scale_0.frag
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 130
|
||||
|
||||
uniform sampler2D t0;
|
||||
uniform vec2 vsize;
|
||||
|
||||
const vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = gl_TexCoord[0].xy;//, dt = 1. / vsize;
|
||||
vec3 dc0 = texture2D(t0, tc).rgb, dc1 = textureOffset(t0, tc, ivec2(1, 0)).rgb, dc2 = textureOffset(t0, tc, ivec2(0, 1)).rgb, dc3 = textureOffset(t0, tc, ivec2(1, 1)).rgb;
|
||||
float l0 = dot(dc0, luma), l1 = dot(dc1, luma), l2 = dot(dc2, luma), l3 = dot(dc3, luma);
|
||||
gl_FragColor.rgb = vec3(max(max(max(l0, l1), l2), l3), min(min(min(l0, l1), l2), l3), (l0 + l1 + l2 + l3) / 4.);
|
||||
}
|
||||
10
libs/qglview/shaders/hdr_scale_1.frag
Normal file
10
libs/qglview/shaders/hdr_scale_1.frag
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 130
|
||||
|
||||
uniform sampler2D t0;
|
||||
uniform vec2 vsize;
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = gl_TexCoord[0].xy;//, dt = 1. / vsize;
|
||||
vec3 dc0 = texture2D(t0, tc).rgb, dc1 = textureOffset(t0, tc, ivec2(1, 0)).rgb, dc2 = textureOffset(t0, tc, ivec2(0, 1)).rgb, dc3 = textureOffset(t0, tc, ivec2(1, 1)).rgb;
|
||||
gl_FragColor.rgb = vec3(max(max(max(dc0.r, dc1.r), dc2.r), dc3.r), min(min(min(dc0.g, dc1.g), dc2.g), dc3.g), (dc0.b + dc1.b + dc2.b + dc3.b) / 4.);
|
||||
}
|
||||
161
libs/qglview/shaders/light_models.frag
Normal file
161
libs/qglview/shaders/light_models.frag
Normal file
@@ -0,0 +1,161 @@
|
||||
#version 130
|
||||
|
||||
const float e = 2.7182818284;
|
||||
const float pi = 3.1415926;
|
||||
|
||||
|
||||
float Phong_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
return max(dot(n, l), 0.);
|
||||
}
|
||||
|
||||
float Phong_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
return pow(max(dot(n, h), 0.), shininess);
|
||||
}
|
||||
|
||||
|
||||
float Cook_Torrance_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
return max(dot(n, l), 0.);
|
||||
}
|
||||
|
||||
float Cook_Torrance_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
float NdotL = max( dot( n, l ), 0. );
|
||||
float NdotV = max( dot( n, v ), 0. );
|
||||
float NdotH = max( dot( n, h ), 1.e-7 );
|
||||
float VdotH = max( dot( v, h ), 0. );
|
||||
float geometric = 2. * NdotH / VdotH;
|
||||
geometric = min(1., geometric * min(NdotV, NdotL));
|
||||
float r_sq = 1. / (shininess * shininess);
|
||||
float NdotH_sq = NdotH * NdotH;
|
||||
float NdotH_sq_r = 1. / (NdotH_sq * r_sq);
|
||||
float roughness_exp = (NdotH_sq - 1.) * (NdotH_sq_r);
|
||||
float roughness = exp(roughness_exp) * NdotH_sq_r / (4. * NdotH_sq);
|
||||
float fresnel = 1. / (1. + NdotV);
|
||||
return min(1., (fresnel * geometric * roughness) / (NdotV * NdotL + 1.e-7));
|
||||
}
|
||||
|
||||
|
||||
float Minnaert_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
return max(dot(n, l), 0.);
|
||||
}
|
||||
|
||||
float Minnaert_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
float k = shininess / 128.;
|
||||
float d1 = pow(max(dot(n, l), 0.), 1. + k);
|
||||
float d2 = pow(1. - dot(n, v), 1. - k);
|
||||
return d1*d2;
|
||||
}
|
||||
|
||||
|
||||
float fresnel(float x, float kf) {
|
||||
float dx = x - kf;
|
||||
float d1 = 1.0 - kf;
|
||||
float kf2 = kf * kf;
|
||||
|
||||
return (1.0 / (dx * dx) - 1.0 / kf2) / (1.0 / (d1 * d1) - 1.0 / kf2 );
|
||||
//return 1.0;
|
||||
}
|
||||
|
||||
float shadow(float x, float ks) {
|
||||
float dx = x - ks;
|
||||
float d1 = 1.0 - ks;
|
||||
float ks2 = ks * ks;
|
||||
|
||||
//return (1.0 / (dx * dx) - 1.0 / ks2) / (1.0 / (d1 * d1) - 1.0 / ks2 );
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
const float smooth_ = 0.5;
|
||||
const float transp = 0;
|
||||
const float k = 0.1;
|
||||
const float kf = 1.12;
|
||||
const float ks = 1.01;
|
||||
|
||||
float Strauss_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
vec3 h2 = reflect(l, n);
|
||||
float metal = shininess / 20.;
|
||||
float nl = dot( n, l);
|
||||
float nv = dot( n, v);
|
||||
float hv = dot( h2, v);
|
||||
float f = fresnel( nl, kf );
|
||||
float s3 = smooth_ * smooth_ * smooth_;
|
||||
|
||||
// diffuse term
|
||||
float d = ( 1.0 - metal * smooth_ );
|
||||
float Rd = ( 1.0 - s3 ) * ( 1.0 - transp );
|
||||
float diff = nl * d * Rd;
|
||||
|
||||
// inputs into the specular term
|
||||
|
||||
// composite the final result, ensuring
|
||||
|
||||
return max(diff, 0.);
|
||||
}
|
||||
|
||||
|
||||
float Strauss_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
vec3 h2 = reflect(l, n);
|
||||
float metal = shininess / 20.;
|
||||
float nl = dot( n, l);
|
||||
float nv = dot( n, v);
|
||||
float hv = dot( h2, v);
|
||||
float f = fresnel( nl, kf );
|
||||
float s3 = smooth_ * smooth_ * smooth_;
|
||||
|
||||
// diffuse term
|
||||
float d = ( 1.0 - metal * smooth_ );
|
||||
float Rd = ( 1.0 - s3 ) * ( 1.0 - transp );
|
||||
float diff = nl * d * Rd;
|
||||
|
||||
// inputs into the specular term
|
||||
float r = (1.0 - transp) - Rd;
|
||||
float j = f * shadow ( nl, ks ) * shadow ( nv, ks );
|
||||
float refl = min ( 1.0, r + j * ( r + k ) );
|
||||
float Cs = 1. + metal * (1.0 - f);
|
||||
float spec = Cs * refl;
|
||||
|
||||
spec *= pow ( -hv, 3.0 / (1.0 - smooth_) );
|
||||
|
||||
// composite the final result, ensuring
|
||||
|
||||
return max(spec, 0.);
|
||||
}
|
||||
|
||||
uniform float a, b;
|
||||
|
||||
float Oren_Nayar_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
float nl = dot ( n, l );
|
||||
float nv = dot ( n, v );
|
||||
vec3 lProj = normalize ( l - n * nl );
|
||||
vec3 vProj = normalize ( v - n * nv );
|
||||
float cx = max ( dot ( lProj, vProj ), 0.0 );
|
||||
|
||||
float cosAlpha = nl > nv ? nl : nv;
|
||||
float cosBeta = nl > nv ? nv : nl;
|
||||
float dx = sqrt ( ( 1.0 - cosAlpha * cosAlpha ) * ( 1.0 - cosBeta * cosBeta ) ) / cosBeta;
|
||||
|
||||
return max(0. , nl) * (a + b * cx * dx);
|
||||
//return max(dot(n, l), 0.);
|
||||
}
|
||||
|
||||
float Oren_Nayar_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
return pow(max(dot(n, h), 0.), shininess);
|
||||
}
|
||||
|
||||
/*
|
||||
float light_diffuse(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
if (model == 0) return Phong_diffuse(l, n, h, v, shininess);
|
||||
if (model == 1) return Cook_Torrance_diffuse(l, n, h, v, shininess);
|
||||
if (model == 2) return Minnaert_diffuse(l, n, h, v, shininess);
|
||||
if (model == 3) return Strauss_diffuse(l, n, h, v, shininess);
|
||||
if (model == 4) return Oren_Nayar_diffuse(l, n, h, v, shininess);
|
||||
return 0.;
|
||||
}
|
||||
|
||||
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {
|
||||
if (model == 0) return Phong_specular(l, n, h, v, shininess);
|
||||
if (model == 1) return Cook_Torrance_specular(l, n, h, v, shininess);
|
||||
if (model == 2) return Minnaert_specular(l, n, h, v, shininess);
|
||||
if (model == 3) return Strauss_specular(l, n, h, v, shininess);
|
||||
if (model == 4) return Oren_Nayar_specular(l, n, h, v, shininess);
|
||||
return 0.;
|
||||
}*/
|
||||
24
libs/qglview/shaders/motion_blur.frag
Normal file
24
libs/qglview/shaders/motion_blur.frag
Normal file
@@ -0,0 +1,24 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, ts;
|
||||
uniform vec2 dt;
|
||||
uniform float factor = 1.;
|
||||
uniform int steps = 8;
|
||||
|
||||
void main(void) {
|
||||
vec2 cdt = dt / steps;
|
||||
vec2 ct = qgl_FragTexture.xy;
|
||||
vec3 speed = texelFetch(ts, ivec2(gl_FragCoord.xy), 0).rgb * 256 * factor;
|
||||
int hsteps = steps / 2;
|
||||
ct -= speed.xy * cdt * hsteps;
|
||||
vec3 scol = vec3(0);//texture(t0, ct).rgb;
|
||||
float sum = 0.;
|
||||
for (int i = 0; i < steps; ++i) {
|
||||
ct += speed.xy * cdt;
|
||||
float mul = 1. - abs(i - hsteps) * 2. / steps;
|
||||
scol += texture(t0, ct).rgb * mul;
|
||||
sum += mul;
|
||||
}
|
||||
scol /= sum;
|
||||
qgl_FragData[0].rgb = scol;
|
||||
}
|
||||
6
libs/qglview/shaders/motion_blur.vert
Normal file
6
libs/qglview/shaders/motion_blur.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = vec4(qgl_Vertex,1);
|
||||
}
|
||||
42
libs/qglview/shaders/post.frag
Normal file
42
libs/qglview/shaders/post.frag
Normal file
@@ -0,0 +1,42 @@
|
||||
#version 130
|
||||
|
||||
uniform sampler2D t0, t1;//, t2;
|
||||
uniform vec2 vsize;
|
||||
uniform float clum;
|
||||
uniform bool has_bloom;
|
||||
|
||||
float unpackDepth(vec4 dv) {
|
||||
return dot(dv.rgb, vec3(65025., 255., 1.));
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = gl_TexCoord[0].xy;//, dt = 2. / vsize, dt2 = dt + dt;
|
||||
vec4 bloom;
|
||||
float tone = 1. / clum;
|
||||
if (has_bloom) {
|
||||
bloom = (texture2D(t1, tc) * 3. +
|
||||
textureOffset(t1, tc, ivec2(2, 0)) * 2. +
|
||||
textureOffset(t1, tc, ivec2(0, 2)) * 2. +
|
||||
textureOffset(t1, tc, ivec2(-2, 0)) * 2. +
|
||||
textureOffset(t1, tc, ivec2(0, -2)) * 2. +
|
||||
textureOffset(t1, tc, ivec2(2, 2)) * 1.5 +
|
||||
textureOffset(t1, tc, ivec2(2, -2)) * 1.5 +
|
||||
textureOffset(t1, tc, ivec2(-2, -2)) * 1.5 +
|
||||
textureOffset(t1, tc, ivec2(-2, 2)) * 1.5 +
|
||||
textureOffset(t1, tc, ivec2(4, 0)) +
|
||||
textureOffset(t1, tc, ivec2(0, 4)) +
|
||||
textureOffset(t1, tc, ivec2(-4, 0)) +
|
||||
textureOffset(t1, tc, ivec2(0, -4)) +
|
||||
textureOffset(t1, tc, ivec2(4, 2)) +
|
||||
textureOffset(t1, tc, ivec2(4, -2)) +
|
||||
textureOffset(t1, tc, ivec2(-4, -2)) +
|
||||
textureOffset(t1, tc, ivec2(-4, 2)) +
|
||||
textureOffset(t1, tc, ivec2(2, 4)) +
|
||||
textureOffset(t1, tc, ivec2(2, -4)) +
|
||||
textureOffset(t1, tc, ivec2(-2, -4)) +
|
||||
textureOffset(t1, tc, ivec2(-2, 4))) / 29.;
|
||||
vec4 diff = texture2D(t0, tc);
|
||||
gl_FragColor = max(diff * tone, bloom);// + vec4(0.01/(clum+0.1));
|
||||
} else
|
||||
gl_FragColor = texture2D(t0, tc) * tone;// + vec4(0.01/(clum+0.1));
|
||||
}
|
||||
179
libs/qglview/shaders/ppl.frag
Normal file
179
libs/qglview/shaders/ppl.frag
Normal file
@@ -0,0 +1,179 @@
|
||||
#version 130
|
||||
|
||||
#define lc 4
|
||||
varying vec4 diffuse[lc], pos, spos;//, ambient;//, col;
|
||||
varying vec3 lightDir[lc]/*halfVector[lc], */;
|
||||
//varying vec3 lightDir[lc]/*halfVector[lc], */;
|
||||
varying vec3 normal, srcn;
|
||||
varying float fogCoord, alpha;
|
||||
|
||||
uniform int lightsCount;
|
||||
uniform bool acc_light, acc_fog, has_diffuse, has_bump, is_glass, shadows, soft_shadows;
|
||||
uniform float bump_scale, reflectivity, iof, cdis;
|
||||
uniform vec2 vsize;
|
||||
uniform sampler2D t0, t1, t2;
|
||||
uniform sampler2D s0;
|
||||
uniform samplerCube tc, tc0;
|
||||
uniform mat4 mat;
|
||||
|
||||
float light_diffuse(vec3 l, vec3 n, vec3 h, vec3 v, float shininess);
|
||||
float light_specular(vec3 l, vec3 n, vec3 h, vec3 v, float shininess);
|
||||
|
||||
const float bias = 1.;
|
||||
vec2 sp;
|
||||
vec4 sc, dc;//ambient;
|
||||
|
||||
void calcLight(in int index, in vec3 n, in vec3 v) {
|
||||
vec2 scoord, sdt, sdt2;
|
||||
vec3 halfV, ldir;
|
||||
vec4 lpos = gl_LightSource[index].position;
|
||||
float spot, ldist = length(lpos.xyz - pos.xyz), shadow = 1., sdep, ddep;
|
||||
ldir = normalize(lpos.xyz - (pos.xyz * lpos.w));
|
||||
halfV = normalize(ldir + v);
|
||||
//if (dot(ldir, n) > 0) {
|
||||
spot = step(0., dot(ldir, n));
|
||||
if (gl_LightSource[index].spotCutoff < 180.) {
|
||||
spot = max(dot(-ldir, gl_LightSource[index].spotDirection.xyz), 0.);
|
||||
spot *= step(gl_LightSource[index].spotExponent, spot);
|
||||
spot = pow(spot, (gl_LightSource[index].spotCosCutoff + 0.001));
|
||||
if (spot > 0. && shadows) {
|
||||
scoord = (spos.xyz / spos.w).xy / 2 + vec2(0.5);
|
||||
sdep = texture(s0, scoord.xy).r + bias;
|
||||
ddep = pow((spos.z - sdep) / 4., 0.5) * 2.;
|
||||
shadow = clamp(sdep - spos.z, 0., 1.);
|
||||
if (soft_shadows) {
|
||||
sdt = ddep / vsize;
|
||||
sdt2 = sdt + sdt;
|
||||
shadow += (clamp(texture(s0, scoord.xy + vec2(sdt.x, 0.)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, 0.)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, 0)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, 0)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt2.x, 0)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, sdt2.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt2.x, 0)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(0, -sdt2.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt2.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt2.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt2.x, -sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt2.x, sdt.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, sdt2.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(sdt.x, -sdt2.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, -sdt2.y)).r + bias - spos.z, 0., 1.) +
|
||||
clamp(texture(s0, scoord.xy + vec2(-sdt.x, sdt2.y)).r + bias - spos.z, 0., 1.)) / 29.;
|
||||
shadow = clamp(pow(shadow, 0.5), 0., 1);
|
||||
}
|
||||
spot *= shadow;
|
||||
}
|
||||
}
|
||||
spot /= (gl_LightSource[index].constantAttenuation + ldist * (gl_LightSource[index].linearAttenuation + ldist * gl_LightSource[index].quadraticAttenuation));
|
||||
dc += spot * diffuse[index] * light_diffuse(ldir, n, halfV, v, gl_FrontMaterial.shininess);
|
||||
sc += spot * gl_FrontMaterial.specular * gl_LightSource[index].specular * light_specular(ldir, n, halfV, v, gl_FrontMaterial.shininess);
|
||||
//}
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
/*vec3 scoord = spos.xyz / spos.w;
|
||||
float sdep = texture(s0, scoord.xy / 2 + vec2(0.5)).r + 1;
|
||||
//gl_FragColor.rgb = vec3(step(spos.z, sdep));
|
||||
gl_FragColor.rgb = vec3(spos.z - sdep)/10;
|
||||
//gl_FragColor.rgb = vec3(texture(s0, scoord.xy+vec2(0.5)).r/100);
|
||||
//gl_FragColor.rgb = vec3(texture(s0,).r/100);
|
||||
return;*/
|
||||
//bias = (vsize.x - vsize.y) / max(vsize.x, vsize.y)*5 - 1.;
|
||||
|
||||
if (!acc_light) {
|
||||
if (has_diffuse) gl_FragColor = texture2D(t0, gl_TexCoord[0].xy);
|
||||
//else gl_FragColor = gl_Color;
|
||||
if (acc_fog)
|
||||
gl_FragColor.xyz = mix(gl_FragColor.xyz, gl_Fog.color.xyz, fogCoord);
|
||||
return;
|
||||
}
|
||||
|
||||
sp = gl_FragCoord.xy / vsize;
|
||||
vec3 n, v = normalize(-pos.xyz);
|
||||
//v.xy = vec2(1,1)-gl_FragCoord.xy / vsize*2 ;//- vec2(1,1);
|
||||
if (has_bump) n = normalize(normal + (texture2D(t1, gl_TexCoord[0].xy).xyz - vec3(0.5, 0.5, 1.)) * bump_scale);
|
||||
else n = normalize(normal);
|
||||
vec4 color;
|
||||
sc = vec4(0.);
|
||||
dc = gl_LightModel.ambient * gl_FrontMaterial.ambient;//ambient;
|
||||
if (lightsCount > 0) {
|
||||
calcLight(0, n, v);
|
||||
if (lightsCount > 1) {
|
||||
calcLight(1, n, v);
|
||||
if (lightsCount > 2) {
|
||||
calcLight(2, n, v);
|
||||
if (lightsCount > 3) {
|
||||
calcLight(3, n, v);
|
||||
/*if (lightsCount > 4) {
|
||||
calcLight(4, n, v);
|
||||
if (lightsCount > 5) {
|
||||
calcLight(5, n, v);
|
||||
if (lightsCount > 6) {
|
||||
calcLight(6, n, v);
|
||||
if (lightsCount > 7) {
|
||||
calcLight(7, n, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sc = max(sc, vec4(0.));
|
||||
vec2 spr = sp, spg = sp, spb = sp, spc = sp, spm = sp, spy = sp, dsp;
|
||||
vec3 bgf;
|
||||
float fresnel = pow(1. - max(dot(v, n), 0.), 1);
|
||||
dsp = fresnel * n.xy * (1. - iof);
|
||||
spg += dsp;
|
||||
if (cdis > 0.) {
|
||||
spr += dsp * (1. - cdis - cdis);
|
||||
spy += dsp * (1. - cdis);
|
||||
spc += dsp * (1. + cdis);
|
||||
spb += dsp * (1. + cdis + cdis);
|
||||
vec3 bg0 = texture2D(t2, spr).rgb, bg1 = texture2D(t2, spy).rgb, bg2 = texture2D(t2, spg).rgb, bg3 = texture2D(t2, spc).rgb, bg4 = texture2D(t2, spb).rgb;
|
||||
//bgf = vec3(bg0.r, bg2.g, bg4.b);
|
||||
bgf = vec3((bg0.r + bg1.r) / 2., (bg1.g + bg2.g + bg3.g) / 3., (bg3.b + bg4.b) / 2.);
|
||||
} else bgf = texture2D(t2, spg).rgb;
|
||||
if (has_diffuse) {
|
||||
vec4 tex = texture2D(t0, gl_TexCoord[0].xy);
|
||||
dc *= tex;
|
||||
color.a = tex.a * alpha;
|
||||
} else color.a = alpha;
|
||||
color.rgb = dc.rgb;
|
||||
vec3 ln = vec3(0);
|
||||
if (is_glass) {
|
||||
ln = reflect(v, n);
|
||||
ln = ln * mat3(gl_ModelViewMatrix);
|
||||
ln.y = -ln.y;
|
||||
color.rgb = (mix(bgf, textureCube(tc, ln).rgb, 0.2 + fresnel * 0.8) * gl_FrontMaterial.diffuse.rgb + gl_FrontMaterial.emission.rgb) + sc.rgb * color.a;
|
||||
color.a = 1.;
|
||||
} else {
|
||||
if (reflectivity > 0.) {
|
||||
ln = reflect(v, n);
|
||||
ln = ln * mat3(gl_ModelViewMatrix);
|
||||
ln.y = -ln.y;
|
||||
color.rgb = mix(color.rgb, textureCube(tc, ln).rgb, reflectivity);
|
||||
}
|
||||
color.rgb = mix(color.rgb * gl_FrontMaterial.diffuse.rgb + gl_FrontMaterial.emission.rgb, bgf, 1. - alpha) + sc.rgb * color.a;
|
||||
color.a = 1;
|
||||
}
|
||||
if (acc_fog)
|
||||
color.rgb = mix(color.rgb, gl_Fog.color.rgb, fogCoord);
|
||||
color.r = 250;
|
||||
gl_FragColor = color;
|
||||
//gl_FragColor.rgb = mix(ldir, texture2D(t2, sp).rgb, 1. - alpha);
|
||||
}
|
||||
66
libs/qglview/shaders/ppl.vert
Normal file
66
libs/qglview/shaders/ppl.vert
Normal file
@@ -0,0 +1,66 @@
|
||||
#version 130
|
||||
|
||||
#define lc 4
|
||||
varying vec4 diffuse[lc], pos, spos;//, ambient;//, col;
|
||||
varying vec3 lightDir[lc]/*halfVector[lc], */;
|
||||
//varying vec3 lightDir[lc]/*halfVector[lc], */;
|
||||
varying vec3 normal, srcn;
|
||||
varying float fogCoord, alpha;
|
||||
|
||||
uniform int lightsCount;
|
||||
uniform bool acc_fog, shadows;
|
||||
uniform mat4 mat;
|
||||
|
||||
void prepareLight(in int index, in vec3 p) {
|
||||
vec4 lpos = gl_LightSource[index].position;
|
||||
lightDir[index] = normalize(lpos.xyz - (p * lpos.w));
|
||||
//halfVector[index] = normalize(lightDir[index] - normalize(p));
|
||||
diffuse[index] = gl_FrontMaterial.diffuse * gl_LightSource[index].diffuse;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
float NdotL;
|
||||
//col = gl_Color;
|
||||
alpha = gl_Color.a;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
srcn = gl_Normal;
|
||||
pos = gl_ModelViewMatrix * gl_Vertex;
|
||||
//v = normalize(-pos);
|
||||
if (acc_fog) {
|
||||
fogCoord = (gl_Fog.end - length(pos) * 0.85) / (gl_Fog.end - gl_Fog.start);
|
||||
fogCoord = 1. - clamp(fogCoord, 0., 1.);
|
||||
}
|
||||
vec3 ldir;
|
||||
if (lightsCount > 0) {
|
||||
prepareLight(0, pos.xyz);
|
||||
if (lightsCount > 1) {
|
||||
prepareLight(1, pos.xyz);
|
||||
if (lightsCount > 2) {
|
||||
prepareLight(2, pos.xyz);
|
||||
if (lightsCount > 3) {
|
||||
prepareLight(3, pos.xyz);
|
||||
diffuse[3] = gl_FrontMaterial.diffuse * gl_LightSource[3].diffuse;
|
||||
/*if (lightsCount > 4) {
|
||||
diffuse[4] = gl_FrontMaterial.diffuse * gl_LightSource[4].diffuse;
|
||||
if (lightsCount > 5) {
|
||||
diffuse[5] = gl_FrontMaterial.diffuse * gl_LightSource[5].diffuse;
|
||||
if (lightsCount > 6) {
|
||||
diffuse[6] = gl_FrontMaterial.diffuse * gl_LightSource[6].diffuse;
|
||||
if (lightsCount > 6) {
|
||||
diffuse[7] = gl_FrontMaterial.diffuse * gl_LightSource[7].diffuse;
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//ambient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = gl_MultiTexCoord1;
|
||||
gl_TexCoord[2] = gl_MultiTexCoord2;
|
||||
gl_TexCoord[3] = gl_MultiTexCoord3;
|
||||
gl_Position = ftransform();
|
||||
spos = pos * mat;
|
||||
}
|
||||
7
libs/qglview/shaders/selection.frag
Normal file
7
libs/qglview/shaders/selection.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
uniform vec4 id;
|
||||
|
||||
void main(void) {
|
||||
qgl_FragData[0] = id;
|
||||
}
|
||||
8
libs/qglview/shaders/selection.vert
Normal file
8
libs/qglview/shaders/selection.vert
Normal file
@@ -0,0 +1,8 @@
|
||||
#version 150
|
||||
|
||||
uniform float z_near, z_far;
|
||||
|
||||
void main(void) {
|
||||
vec4 pos = qgl_ftransform();
|
||||
gl_Position = pos;
|
||||
}
|
||||
21
libs/qglview/shaders/selection_halo.frag
Normal file
21
libs/qglview/shaders/selection_halo.frag
Normal file
@@ -0,0 +1,21 @@
|
||||
#version 150
|
||||
|
||||
uniform vec2 dt;
|
||||
uniform vec4 selected, color;
|
||||
uniform sampler2D t0;
|
||||
uniform float fill;
|
||||
|
||||
void main(void) {
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
vec4 ds0 = abs(texelFetchOffset(t0, tc, 0, ivec2(-1, 0)) - selected);
|
||||
vec4 ds1 = abs(texelFetchOffset(t0, tc, 0, ivec2( 1, 0)) - selected);
|
||||
vec4 ds2 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, -1)) - selected);
|
||||
vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected);
|
||||
float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.));
|
||||
float vs = step(1e-6, d0 + d1 + d2 + d3);
|
||||
float vm = step(1e-3, (d0 * 25.) * (d1 * 25.) * (d2 * 255.) * (d3 * 255.));
|
||||
float v = mix(vs - vm, vs - vm - vm + 1, fill);
|
||||
//qgl_FragData[0] = vec4(1,0,0,0.5);//vec4(color.rgb, v * color.a);
|
||||
gl_FragColor = v*vec4(color.bgr, v * color.a);
|
||||
//qgl_FragData[0] = vec4(1);
|
||||
}
|
||||
7
libs/qglview/shaders/selection_halo.vert
Normal file
7
libs/qglview/shaders/selection_halo.vert
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
qgl_FragColor = qgl_Color;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
7
libs/qglview/shaders/shadow.frag
Normal file
7
libs/qglview/shaders/shadow.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
in float w;
|
||||
|
||||
void main(void) {
|
||||
//;qgl_FragData[0].r = w;
|
||||
}
|
||||
10
libs/qglview/shaders/shadow.vert
Normal file
10
libs/qglview/shaders/shadow.vert
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 150
|
||||
|
||||
out float w;
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
vec4 pos = qgl_ftransform();
|
||||
w = pos.w;
|
||||
gl_Position = pos;
|
||||
}
|
||||
55
libs/qglview/shaders/ssao_blur.frag
Normal file
55
libs/qglview/shaders/ssao_blur.frag
Normal file
@@ -0,0 +1,55 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, ts, tg1;
|
||||
uniform float radius = 2;
|
||||
uniform vec2 dt;
|
||||
|
||||
vec4 st;
|
||||
|
||||
vec4 getTexel(vec2 tc, vec4 ptc, float mul) {
|
||||
vec4 tv = texture(t0, tc), ts = texture(ts, tc);
|
||||
if (radius == 1) {
|
||||
tv = vec4(tv.w);
|
||||
ts = tv;
|
||||
}
|
||||
return vec4(min(ptc.r, ts.r), max(ptc.g, ts.g), ptc.b + /*mix(tv.b, st.b, clamp(abs(st.w - tv.w), 0, 1))*/tv.b * mul, 0);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
ivec2 itc = ivec2(gl_FragCoord.xy);
|
||||
vec4 vg1 = texelFetch(tg1, itc, 0);
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
float o = radius, o2 = radius * 2;
|
||||
vec4 scol = texture(t0, tc);
|
||||
if (radius == 1)
|
||||
scol = vec4(scol.w);
|
||||
st = scol;
|
||||
scol.b *= 3.;
|
||||
scol = getTexel(tc + dt * vec2( o, 0 ), scol, 2);
|
||||
scol = getTexel(tc + dt * vec2( 0, o ), scol, 2);
|
||||
scol = getTexel(tc + dt * vec2( -o, 0 ), scol, 2);
|
||||
scol = getTexel(tc + dt * vec2( 0, -o), scol, 2);
|
||||
scol = getTexel(tc + dt * vec2( o, o ), scol, 1.5);
|
||||
scol = getTexel(tc + dt * vec2( o, -o), scol, 1.5);
|
||||
scol = getTexel(tc + dt * vec2( -o, -o ), scol, 1.5);
|
||||
scol = getTexel(tc + dt * vec2( -o, o ), scol, 1.5);
|
||||
scol = getTexel(tc + dt * vec2( o2, 0 ), scol, 1);
|
||||
scol = getTexel(tc + dt * vec2( 0, o2), scol, 1);
|
||||
scol = getTexel(tc + dt * vec2(-o2, 0 ), scol, 1);
|
||||
scol = getTexel(tc + dt * vec2( 0, -o2), scol, 1);
|
||||
scol.b /= 21.;
|
||||
/*vec4 scol = fp;
|
||||
scol = min(scol, getTexel(tc + dt * vec2( o, 0 ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( 0, o ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( -o, 0 ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( 0, -o), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( o, o ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( o, -o), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( -o, -o ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( -o, o ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( o2, 0 ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( 0, o2), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2(-o2, 0 ), fp, fps));
|
||||
scol = min(scol, getTexel(tc + dt * vec2( 0, -o2), fp, fps));*/
|
||||
qgl_FragData[0].rgba = vec4(scol.rgb, texture(t0, tc).w);
|
||||
}
|
||||
6
libs/qglview/shaders/ssao_blur.vert
Normal file
6
libs/qglview/shaders/ssao_blur.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
53
libs/qglview/shaders/ssao_merge.frag
Normal file
53
libs/qglview/shaders/ssao_merge.frag
Normal file
@@ -0,0 +1,53 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, ts, tg1;
|
||||
uniform sampler1D n0;
|
||||
uniform float z_near, z_far;
|
||||
uniform mat4 mat_proj;
|
||||
|
||||
in vec3 view_dir;
|
||||
|
||||
void main(void) {
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0);
|
||||
vec3 n = vec3(vg1.xyz);
|
||||
vec3 bn = cross(n, vec3(0, 0, 1));
|
||||
vec3 bn2 = cross(n, bn);
|
||||
vec4 pos;
|
||||
pos.w = 1;
|
||||
pos.xyz = view_dir * vs.w;
|
||||
vec4 spos = pos, tpos, tv0;
|
||||
vec2 tsp;
|
||||
float sclz = dot(vec3(0,0,1), n);
|
||||
/*float l = 20 * 0.5;
|
||||
pos.xyz += bn2 * l;
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
tpos = mat_proj * pos;
|
||||
tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
|
||||
tv0 = texture(ts, tsp);
|
||||
l *= 0.5;
|
||||
pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l;
|
||||
}*/
|
||||
/*vec3 rn;
|
||||
float ss = 0.;
|
||||
for (int i = 0; i < 32; ++i) {
|
||||
rn = texelFetch(n0, i, 0).rgb * 2 - 1;
|
||||
rn *= step(0., dot(n, rn)) * 2 - 1.;
|
||||
//rn /= 10;
|
||||
rn /= vs.w;
|
||||
spos = pos + vec4(rn, 0);
|
||||
tpos = mat_proj * spos;
|
||||
tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
|
||||
tv0 = texture(ts, tsp);
|
||||
//spos.z = tv0.w;
|
||||
ss += step(-0.1, tv0.w-vs.w);
|
||||
//ss += step(vs.w, tv0.w);
|
||||
}
|
||||
ss /= 32;*/
|
||||
float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2;
|
||||
float dz = maxz - minz;
|
||||
//qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
|
||||
qgl_FragData[0].rgb = vec3(blurz/10);
|
||||
//qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
|
||||
//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
|
||||
}
|
||||
10
libs/qglview/shaders/ssao_merge.vert
Normal file
10
libs/qglview/shaders/ssao_merge.vert
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 150
|
||||
|
||||
in vec3 view_corner;
|
||||
out vec3 view_dir;
|
||||
|
||||
void main(void) {
|
||||
view_dir = view_corner / view_corner.z;
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
68
libs/qglview/shaders/ssr.frag
Normal file
68
libs/qglview/shaders/ssr.frag
Normal file
@@ -0,0 +1,68 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, t1, ts, td, tbs;
|
||||
uniform float z_near, z_far;
|
||||
uniform mat4 mat_proj;
|
||||
uniform vec3 cam_aim, cam_pos;
|
||||
|
||||
in vec3 view_dir;
|
||||
|
||||
const float _pe = 2.4e-7;
|
||||
|
||||
void main(void) {
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
vec4 v0 = texelFetch(t0, tc, 0), v1 = texelFetch(t1, tc, 0), vs = texelFetch(ts, tc, 0);
|
||||
vec3 sp = vec3(qgl_FragTexture.xy, v0.w);
|
||||
vec2 tsp;
|
||||
vec4 pos;
|
||||
float z = texelFetch(td, tc, 0).r;
|
||||
z = z + z - 1;
|
||||
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
|
||||
pos.w = 1;
|
||||
pos.xyz = view_dir * z;
|
||||
pos.z = -pos.z;
|
||||
vec4 spos = pos;
|
||||
vec4 tpos;
|
||||
|
||||
vec3 dc = v0.rgb, n = v1.xyz;
|
||||
vec3 vd = normalize(view_dir);
|
||||
vec3 rn = reflect(vd, n);
|
||||
//rn.z += 1.;
|
||||
float coeff = clamp(1. - (dot(vec3(0,0,1), n)), 0, 1);
|
||||
coeff = coeff*coeff;
|
||||
/*coeff = coeff*coeff;
|
||||
coeff = coeff*coeff;
|
||||
coeff = coeff*coeff;*/
|
||||
float reflectivity = 0.;
|
||||
float specularity = modf(v1.w, reflectivity);
|
||||
|
||||
rn.z = -rn.z;
|
||||
int i = 0;
|
||||
vec4 tv0;
|
||||
float l = z_far * 0.5;
|
||||
pos.xyz += rn * l;
|
||||
float cz;
|
||||
for (i = 0; i < 24; ++i) {
|
||||
tpos = mat_proj * pos;
|
||||
tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
|
||||
cz = texture(td, tsp).r;
|
||||
cz = cz + cz - 1;
|
||||
cz = ((_pe - 2.) * z_near) / (cz + _pe - 1.); // infinite depth
|
||||
l *= 0.5;
|
||||
pos.xyz += rn * (step(pos.z, cz) * 2. - 1.) * l;
|
||||
}
|
||||
|
||||
vec2 ess = abs(tsp - vec2(0.5, 0.5)) - vec2(0.3, 0.3);
|
||||
ess = clamp(ess, vec2(0, 0), vec2(0.2, 0.2));
|
||||
ess = smoothstep(vec2(0.2, 0.2), vec2(0, 0), ess);
|
||||
coeff *= min(ess.x, ess.y);
|
||||
vec4 pr_pos = mat_proj * pos, pr_spos = mat_proj * spos;
|
||||
pr_pos.xyz /= pr_pos.w;
|
||||
pr_spos.xyz /= pr_spos.w;
|
||||
float blur = step(0., coeff) * length(pr_pos.xyz - pr_spos.xyz) * (1. - specularity);
|
||||
vec3 rvs = texture(ts, tsp).rgb;
|
||||
|
||||
qgl_FragData[0] = vec4(rvs.rgb, coeff / 1.1 + clamp(round(blur * 10), 0, 1000));
|
||||
//qgl_FragData[0] = vec4(rvs.rgb, cz/5);
|
||||
//qgl_FragData[0].rgb = vec3(tpos/10);
|
||||
}
|
||||
10
libs/qglview/shaders/ssr.vert
Normal file
10
libs/qglview/shaders/ssr.vert
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 150
|
||||
|
||||
in vec3 view_corner;
|
||||
out vec3 view_dir;
|
||||
|
||||
void main(void) {
|
||||
view_dir = vec3(view_corner.xyz);
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
38
libs/qglview/shaders/ssr_blur.frag
Normal file
38
libs/qglview/shaders/ssr_blur.frag
Normal file
@@ -0,0 +1,38 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0;
|
||||
uniform float radius = 2;
|
||||
uniform vec2 dt;
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
float r = float(radius);
|
||||
vec4 v0 = texture(t0, tc);
|
||||
float rad;
|
||||
float coeff = modf(v0.w, rad) * 1.1;
|
||||
rad /= 10.;
|
||||
rad *= 2;
|
||||
float o = radius * rad, o2 = radius * rad * 2;
|
||||
vec3 scol = (v0.rgb * 3. +
|
||||
texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. +
|
||||
texture(t0, tc + dt * vec2( 0, o )).rgb * 2. +
|
||||
texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. +
|
||||
texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. +
|
||||
texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 +
|
||||
texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 +
|
||||
texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 +
|
||||
texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 +
|
||||
texture(t0, tc + dt * vec2( o2, 0 )).rgb +
|
||||
texture(t0, tc + dt * vec2( 0, o2)).rgb +
|
||||
texture(t0, tc + dt * vec2(-o2, 0 )).rgb +
|
||||
texture(t0, tc + dt * vec2( 0, -o2)).rgb/* +
|
||||
texture(t0, tc + dt * vec2( o2, o )).rgb +
|
||||
texture(t0, tc + dt * vec2( o2, -o)).rgb +
|
||||
texture(t0, tc + dt * vec2(-o2, -o )).rgb +
|
||||
texture(t0, tc + dt * vec2(-o2, o )).rgb +
|
||||
texture(t0, tc + dt * vec2( o, o2)).rgb +
|
||||
texture(t0, tc + dt * vec2( o, -o2)).rgb +
|
||||
texture(t0, tc + dt * vec2( -o, -o2)).rgb +
|
||||
texture(t0, tc + dt * vec2( -o, o2)).rgb*/) / 21.;
|
||||
qgl_FragData[0] = vec4(scol, v0.w);
|
||||
}
|
||||
6
libs/qglview/shaders/ssr_blur.vert
Normal file
6
libs/qglview/shaders/ssr_blur.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
15
libs/qglview/shaders/ssr_merge.frag
Normal file
15
libs/qglview/shaders/ssr_merge.frag
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, tg1, ts;
|
||||
|
||||
void main(void) {
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
vec4 v0 = texelFetch(t0, tc, 0), vg1 = texelFetch(tg1, tc, 0), vs = texelFetch(ts, tc, 0);
|
||||
float rad;
|
||||
float coeff = clamp(modf(v0.w, rad) * 1.1, 0., 1.);
|
||||
float reflectivity = 0.;
|
||||
float specularity = modf(vg1.w, reflectivity);
|
||||
reflectivity = clamp(reflectivity / 100., 0., 1.);
|
||||
qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff * reflectivity);
|
||||
//qgl_FragData[0].rgb = vec3(v0.w);
|
||||
}
|
||||
6
libs/qglview/shaders/ssr_merge.vert
Normal file
6
libs/qglview/shaders/ssr_merge.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
Reference in New Issue
Block a user