code format

This commit is contained in:
2022-12-14 14:14:33 +03:00
parent 09e5342956
commit cdb02fc9be
278 changed files with 15371 additions and 12176 deletions

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@@ -34,11 +34,11 @@ Example,
Or,
#define FXAA_360 1
Or,
#define FXAA_PS3 1
Etc.
(2.)
@@ -49,7 +49,7 @@ Then include this file,
(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
As for FXAA 3.11 all inputs for all shaders are the same
to enable easy porting between platforms.
return FxaaPixelShader(...);
@@ -80,7 +80,7 @@ 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"
and output "pos" and "fxaaConsolePosPos"
such that inputs in the pixel shader provide,
// {xy} = center of pixel
@@ -97,7 +97,7 @@ 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,
FXAA3 requires RGBL as input unless the following is set,
#define FXAA_GREEN_AS_LUMA 1
@@ -150,7 +150,7 @@ Getting luma correct is required for the algorithm to work correctly.
------------------------------------------------------------------------------
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
The reason is because dithering artifacts will be more visiable
in a linear colorspace.
@@ -184,191 +184,191 @@ A. Or use FXAA_GREEN_AS_LUMA.
//
/*--------------------------------------------------------------------------*/
#ifndef FXAA_PS3
#define FXAA_PS3 0
# define FXAA_PS3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360
#define FXAA_360 0
# define FXAA_360 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360_OPT
#define FXAA_360_OPT 0
# define FXAA_360_OPT 0
#endif
/*==========================================================================*/
#ifndef FXAA_PC
//
// FXAA Quality
// The high quality PC algorithm.
//
#define FXAA_PC 0
//
// 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
//
// 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
# define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
# define FXAA_GLSL_130 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_3
#define FXAA_HLSL_3 0
# define FXAA_HLSL_3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_4
#define FXAA_HLSL_4 0
# define FXAA_HLSL_4 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_5
#define FXAA_HLSL_5 0
# 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
//
// 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
//
// 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
//
// 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
//
// 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
//
// 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
//
// 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
//
// 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
/*============================================================================
@@ -377,27 +377,27 @@ A. Or use FXAA_GREEN_AS_LUMA.
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
//
// 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
@@ -411,291 +411,296 @@ NOTE the other tuning knobs are now in the shader function inputs!
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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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
# 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)
# 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
// 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
// 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))
# 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)
# 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)
# 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
@@ -703,13 +708,15 @@ NOTE the other tuning knobs are now in the shader function inputs!
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)); }
// 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
FxaaFloat FxaaLuma(FxaaFloat4 rgba) {
return rgba.y;
}
#endif
/*============================================================================
@@ -720,71 +727,71 @@ NOTE the other tuning knobs are now in the shader function inputs!
#if (FXAA_PC == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
//
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
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,
//
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,
//
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,
//
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,
//
FxaaTex fxaaConsole360TexExpBiasNegTwo,
//
// Only used on FXAA Quality.
// This must be from a constant/uniform.
// {x_} = 1.0/screenWidthInPixels
// {_y} = 1.0/screenHeightInPixels
FxaaFloat2 fxaaQualityRcpFrame,
//
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
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// {__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
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// {__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
// {x___} = 8.0/screenWidthInPixels
// {_y__} = 8.0/screenHeightInPixels
// {__z_} = -4.0/screenWidthInPixels
// {___w} = -4.0/screenHeightInPixels
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
//
// {__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.
@@ -795,8 +802,8 @@ FxaaFloat4 FxaaPixelShader(
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
// 0.25 - almost off
// 0.00 - completely off
FxaaFloat fxaaQualitySubpix,
//
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.
@@ -804,10 +811,10 @@ FxaaFloat4 FxaaPixelShader(
// 0.333 - too little (faster)
// 0.250 - low quality
// 0.166 - default
// 0.125 - high quality
// 0.125 - high quality
// 0.063 - overkill (slower)
FxaaFloat fxaaQualityEdgeThreshold,
//
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.
@@ -821,8 +828,8 @@ FxaaFloat4 FxaaPixelShader(
// 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,
//
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.
@@ -835,8 +842,8 @@ FxaaFloat4 FxaaPixelShader(
// 8.0 is sharper (default!!!)
// 4.0 is softer
// 2.0 is really soft (good only for vector graphics inputs)
FxaaFloat fxaaConsoleEdgeSharpness,
//
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.
@@ -849,15 +856,15 @@ FxaaFloat4 FxaaPixelShader(
// 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,
//
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,
// 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
@@ -868,478 +875,474 @@ FxaaFloat4 FxaaPixelShader(
// 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,
//
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
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
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; }
// 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
FXAA3 CONSOLE - 360 PIXEL SHADER
------------------------------------------------------------------------------
This optimized version thanks to suggestions from Andy Luedke.
@@ -1351,88 +1354,88 @@ 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 {
[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 {
}
;
# 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
/*--------------------------------------------------------------------------*/
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)
@@ -1551,7 +1554,7 @@ Pass | Unit | uOp | PC: Op
| | |
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%
@@ -1590,137 +1593,136 @@ 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
# 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; }
// 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)
@@ -1856,7 +1858,7 @@ Pass | Unit | uOp | PC: Op
| | |
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%
@@ -1899,150 +1901,150 @@ 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
# 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; }
// 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