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This commit is contained in:
@@ -34,11 +34,11 @@ Example,
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Or,
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#define FXAA_360 1
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Or,
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#define FXAA_PS3 1
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Etc.
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(2.)
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@@ -49,7 +49,7 @@ Then include this file,
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(3.)
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Then call the FXAA pixel shader from within your desired shader.
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Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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As for FXAA 3.11 all inputs for all shaders are the same
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As for FXAA 3.11 all inputs for all shaders are the same
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to enable easy porting between platforms.
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return FxaaPixelShader(...);
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@@ -80,7 +80,7 @@ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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(6.)
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Have FXAA vertex shader run as a full screen triangle,
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and output "pos" and "fxaaConsolePosPos"
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and output "pos" and "fxaaConsolePosPos"
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such that inputs in the pixel shader provide,
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// {xy} = center of pixel
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@@ -97,7 +97,7 @@ Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
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------------------------------------------------------------------------------
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INTEGRATION - RGBL AND COLORSPACE
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------------------------------------------------------------------------------
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FXAA3 requires RGBL as input unless the following is set,
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FXAA3 requires RGBL as input unless the following is set,
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#define FXAA_GREEN_AS_LUMA 1
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@@ -150,7 +150,7 @@ Getting luma correct is required for the algorithm to work correctly.
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------------------------------------------------------------------------------
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Applying FXAA to a framebuffer with linear RGB color will look worse.
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This is very counter intuitive, but happends to be true in this case.
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The reason is because dithering artifacts will be more visiable
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The reason is because dithering artifacts will be more visiable
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in a linear colorspace.
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@@ -184,191 +184,191 @@ A. Or use FXAA_GREEN_AS_LUMA.
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//
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PS3
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#define FXAA_PS3 0
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# define FXAA_PS3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360
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#define FXAA_360 0
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# define FXAA_360 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360_OPT
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#define FXAA_360_OPT 0
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# define FXAA_360_OPT 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_PC
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//
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// FXAA Quality
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// The high quality PC algorithm.
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//
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#define FXAA_PC 0
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//
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// FXAA Quality
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// The high quality PC algorithm.
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//
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# define FXAA_PC 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PC_CONSOLE
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//
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// The console algorithm for PC is included
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// for developers targeting really low spec machines.
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// Likely better to just run FXAA_PC, and use a really low preset.
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//
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#define FXAA_PC_CONSOLE 0
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//
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// The console algorithm for PC is included
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// for developers targeting really low spec machines.
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// Likely better to just run FXAA_PC, and use a really low preset.
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//
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# define FXAA_PC_CONSOLE 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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# define FXAA_GLSL_120 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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# define FXAA_GLSL_130 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_3
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#define FXAA_HLSL_3 0
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# define FXAA_HLSL_3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_4
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#define FXAA_HLSL_4 0
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# define FXAA_HLSL_4 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_5
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#define FXAA_HLSL_5 0
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# define FXAA_HLSL_5 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_GREEN_AS_LUMA
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//
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 0
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//
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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# define FXAA_GREEN_AS_LUMA 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_EARLY_EXIT
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this ON adds 2 cycles to the shader.
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// On 360 turning this OFF adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_EARLY_EXIT 1
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this ON adds 2 cycles to the shader.
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// On 360 turning this OFF adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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# define FXAA_EARLY_EXIT 1
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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# define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_FAST_PIXEL_OFFSET
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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#ifdef GL_EXT_gpu_shader4
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifndef FXAA_FAST_PIXEL_OFFSET
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#define FXAA_FAST_PIXEL_OFFSET 0
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#endif
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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# ifdef GL_EXT_gpu_shader4
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# define FXAA_FAST_PIXEL_OFFSET 1
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# endif
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# ifdef GL_NV_gpu_shader5
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# define FXAA_FAST_PIXEL_OFFSET 1
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# endif
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# ifdef GL_ARB_gpu_shader5
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# define FXAA_FAST_PIXEL_OFFSET 1
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# endif
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# ifndef FXAA_FAST_PIXEL_OFFSET
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# define FXAA_FAST_PIXEL_OFFSET 0
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# endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GATHER4_ALPHA
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifndef FXAA_GATHER4_ALPHA
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#define FXAA_GATHER4_ALPHA 0
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#endif
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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# if (FXAA_HLSL_5 == 1)
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# define FXAA_GATHER4_ALPHA 1
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# endif
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# ifdef GL_ARB_gpu_shader5
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# define FXAA_GATHER4_ALPHA 1
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# endif
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# ifdef GL_NV_gpu_shader5
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# define FXAA_GATHER4_ALPHA 1
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# endif
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# ifndef FXAA_GATHER4_ALPHA
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# define FXAA_GATHER4_ALPHA 0
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# endif
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#endif
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/*============================================================================
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FXAA CONSOLE PS3 - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
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//
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// Consoles the sharpness of edges on PS3 only.
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// Non-PS3 tuning is done with shader input.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 8.0 is sharper
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// 4.0 is softer
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// 2.0 is really soft (good for vector graphics inputs)
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//
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#if 1
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
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#endif
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#if 0
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
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#endif
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#if 0
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
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#endif
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//
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// Consoles the sharpness of edges on PS3 only.
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// Non-PS3 tuning is done with shader input.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 8.0 is sharper
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// 4.0 is softer
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// 2.0 is really soft (good for vector graphics inputs)
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//
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# if 1
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# define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
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# endif
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# if 0
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# define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
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# endif
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# if 0
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# define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
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# endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
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//
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// Only effects PS3.
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// Non-PS3 tuning is done with shader input.
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//
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// The minimum amount of local contrast required to apply algorithm.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 0.25 and 0.125.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 0.125 leaves less aliasing, but is softer
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// 0.25 leaves more aliasing, and is sharper
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//
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#if 1
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#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
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#else
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#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
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#endif
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//
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// Only effects PS3.
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// Non-PS3 tuning is done with shader input.
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//
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// The minimum amount of local contrast required to apply algorithm.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 0.25 and 0.125.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 0.125 leaves less aliasing, but is softer
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// 0.25 leaves more aliasing, and is sharper
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//
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# if 1
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# define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
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# else
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# define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
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# endif
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#endif
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/*============================================================================
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@@ -377,27 +377,27 @@ A. Or use FXAA_GREEN_AS_LUMA.
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NOTE the other tuning knobs are now in the shader function inputs!
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============================================================================*/
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#ifndef FXAA_QUALITY__PRESET
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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#define FXAA_QUALITY__PRESET 12
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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||||
// OPTIONS
|
||||
// -----------------------------------------------------------------------
|
||||
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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||||
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
|
||||
// 39 - no dither, very expensive
|
||||
//
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||||
// NOTES
|
||||
// -----------------------------------------------------------------------
|
||||
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
|
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// _ = the lowest digit is directly related to performance
|
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// _ = the highest digit is directly related to style
|
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//
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# define FXAA_QUALITY__PRESET 12
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#endif
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@@ -411,291 +411,296 @@ NOTE the other tuning knobs are now in the shader function inputs!
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FXAA QUALITY - MEDIUM DITHER PRESETS
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============================================================================*/
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#if (FXAA_QUALITY__PRESET == 10)
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#define FXAA_QUALITY__PS 3
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#define FXAA_QUALITY__P0 1.5
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#define FXAA_QUALITY__P1 3.0
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#define FXAA_QUALITY__P2 12.0
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# define FXAA_QUALITY__PS 3
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# define FXAA_QUALITY__P0 1.5
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# define FXAA_QUALITY__P1 3.0
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# define FXAA_QUALITY__P2 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 11)
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#define FXAA_QUALITY__PS 4
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 3.0
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#define FXAA_QUALITY__P3 12.0
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# define FXAA_QUALITY__PS 4
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# define FXAA_QUALITY__P0 1.0
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# define FXAA_QUALITY__P1 1.5
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# define FXAA_QUALITY__P2 3.0
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# define FXAA_QUALITY__P3 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 12)
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#define FXAA_QUALITY__PS 5
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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||||
#define FXAA_QUALITY__P3 4.0
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#define FXAA_QUALITY__P4 12.0
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# define FXAA_QUALITY__PS 5
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# define FXAA_QUALITY__P0 1.0
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# define FXAA_QUALITY__P1 1.5
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# define FXAA_QUALITY__P2 2.0
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# define FXAA_QUALITY__P3 4.0
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# define FXAA_QUALITY__P4 12.0
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||||
#endif
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||||
/*--------------------------------------------------------------------------*/
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||||
#if (FXAA_QUALITY__PRESET == 13)
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#define FXAA_QUALITY__PS 6
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||||
#define FXAA_QUALITY__P0 1.0
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||||
#define FXAA_QUALITY__P1 1.5
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||||
#define FXAA_QUALITY__P2 2.0
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||||
#define FXAA_QUALITY__P3 2.0
|
||||
#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
|
||||
Reference in New Issue
Block a user