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https://github.com/id-Software/DOOM-3-BFG.git
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110 lines
4.3 KiB
Text
110 lines
4.3 KiB
Text
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global.inc"
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_EARLY_EXIT 0
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#include "Fxaa3_11.h"
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uniform sampler2D samp0 : register(s0);
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uniform sampler2D samp1 : register(s1); // exponent bias -1
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uniform sampler2D samp2 : register(s2); // exponent bias -2
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uniform float4 rpUser0 : register( c128 );
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uniform float4 rpUser1 : register( c129 );
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uniform float4 rpUser2 : register( c130 );
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uniform float4 rpUser3 : register( c131 );
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uniform float4 rpUser4 : register( c132 );
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uniform float4 rpUser5 : register( c133 );
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uniform float4 rpUser6 : register( c134 );
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struct PS_IN {
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float4 position : VPOS;
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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const float4 FXAAQualityRCPFrame = rpUser0;
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const float4 FXAAConsoleRcpFrameOpt = rpUser1;
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const float4 FXAAConsoleRcpFrameOpt2 = rpUser2;
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const float4 FXAAConsole360RcpFrameOpt2 = rpUser3;
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const float4 FXAAQualityParms = rpUser4;
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const float4 FXAAConsoleEdgeParms = rpUser5;
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const float4 FXAAConsole360ConstDir = rpUser6;
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// Inputs - see more info in fxaa3_11.hfile
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FxaaFloat2 fxaaPos = fragment.texcoord0;
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FxaaFloat4 fxaaConsolePos;
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float2 halfPixelOffset = float2( 0.5, 0.5 ) * FXAAQualityRCPFrame.xy;
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fxaaConsolePos.xy = fxaaPos.xy - ( halfPixelOffset );
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fxaaConsolePos.zw = fxaaPos.xy + ( halfPixelOffset );
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FxaaFloat2 fxaaQualityRcpFrame = FXAAQualityRCPFrame.xy;
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FxaaFloat4 fxaaConsoleRcpFrameOpt = FXAAConsoleRcpFrameOpt;
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FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FXAAConsoleRcpFrameOpt2;
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FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FXAAConsole360RcpFrameOpt2;
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// Quality parms
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FxaaFloat fxaaQualitySubpix = FXAAQualityParms.x;
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FxaaFloat fxaaQualityEdgeThreshold = FXAAQualityParms.y;
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FxaaFloat fxaaQualityEdgeThresholdMin = FXAAQualityParms.z;
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// Console specific Parms
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FxaaFloat fxaaConsoleEdgeSharpness = FXAAConsoleEdgeParms.x;
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FxaaFloat fxaaConsoleEdgeThreshold = FXAAConsoleEdgeParms.y;
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FxaaFloat fxaaConsoleEdgeThresholdMin = FXAAConsoleEdgeParms.z;
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// 360 specific parms these have to come from a constant register so that the compiler
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// does not unoptimize the shader
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FxaaFloat4 fxaaConsole360ConstDir = FXAAConsole360ConstDir;
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float4 colorSample = FxaaPixelShader( fxaaPos,
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fxaaConsolePos,
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samp0,
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samp1,
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samp2,
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fxaaQualityRcpFrame,
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fxaaConsoleRcpFrameOpt,
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fxaaConsoleRcpFrameOpt2,
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fxaaConsole360RcpFrameOpt2,
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fxaaQualitySubpix,
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fxaaQualityEdgeThreshold,
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fxaaQualityEdgeThresholdMin,
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fxaaConsoleEdgeSharpness,
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fxaaConsoleEdgeThreshold,
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fxaaConsoleEdgeThresholdMin,
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fxaaConsole360ConstDir );
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result.color = colorSample;
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}
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