mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderer.cpp # src/gl/scene/gl_scene.cpp # wadsrc/static/language.enu # wadsrc/static/menudef.zz
This commit is contained in:
commit
c6408e92e2
20 changed files with 1288 additions and 0 deletions
33
docs/licenses/fxaa.txt
Normal file
33
docs/licenses/fxaa.txt
Normal file
|
@ -0,0 +1,33 @@
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|||
//----------------------------------------------------------------------------------
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||||
// File: es3-kepler\FXAA/FXAA3_11.h
|
||||
// SDK Version: v3.00
|
||||
// Email: gameworks@nvidia.com
|
||||
// Site: http://developer.nvidia.com/
|
||||
//
|
||||
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions
|
||||
// are met:
|
||||
// * Redistributions of source code must retain the above copyright
|
||||
// notice, this list of conditions and the following disclaimer.
|
||||
// * Redistributions in binary form must reproduce the above copyright
|
||||
// notice, this list of conditions and the following disclaimer in the
|
||||
// documentation and/or other materials provided with the distribution.
|
||||
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
||||
// contributors may be used to endorse or promote products derived
|
||||
// from this software without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
||||
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
//
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||||
//----------------------------------------------------------------------------------
|
|
@ -1119,6 +1119,7 @@ set( FASTMATH_SOURCES
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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gl/stereo3d/gl_interleaved3d.cpp
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gl/dynlights/gl_dynlight.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_dynlight1.cpp
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|
@ -1127,12 +1128,14 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_present3dRowshader.cpp
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_ambientshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_colormapshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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gl/shaders/gl_lensshader.cpp
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gl/shaders/gl_fxaashader.cpp
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gl/system/gl_interface.cpp
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gl/system/gl_framebuffer.cpp
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gl/system/gl_debug.cpp
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|
|
|
@ -61,6 +61,7 @@
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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|
@ -109,6 +110,14 @@ CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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|
@ -588,6 +597,51 @@ void FGLRenderer::LensDistortScene()
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Apply FXAA and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ApplyFXAA()
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{
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if (0 == gl_fxaa)
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{
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return;
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}
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FGLDebug::PushGroup("ApplyFXAA");
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const GLfloat rpcRes[2] =
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{
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1.0f / mBuffers->GetWidth(),
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1.0f / mBuffers->GetHeight()
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};
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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mFXAALumaShader->Bind();
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mFXAALumaShader->InputTexture.Set(0);
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RenderScreenQuad();
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mBuffers->NextTexture();
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mFXAAShader->Bind();
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mFXAAShader->InputTexture.Set(0);
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mFXAAShader->ReciprocalResolution.Set(rpcRes);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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|
|
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@ -2,6 +2,7 @@
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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class FGLBloomTextureLevel
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{
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|
|
|
@ -57,7 +57,9 @@
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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|
@ -104,6 +106,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dRowShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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mExposureExtractShader = nullptr;
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|
@ -114,10 +117,13 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mColormapShader = nullptr;
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mLensShader = nullptr;
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mFXAAShader = nullptr;
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mFXAALumaShader = nullptr;
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mLinearDepthShader = nullptr;
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mDepthBlurShader = nullptr;
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mSSAOShader = nullptr;
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mSSAOCombineShader = nullptr;
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}
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void gl_LoadModels();
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|
@ -140,7 +146,10 @@ void FGLRenderer::Initialize(int width, int height)
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mColormapShader = new FColormapShader();
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mTonemapPalette = nullptr;
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mLensShader = new FLensShader();
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mFXAAShader = new FFXAAShader;
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mFXAALumaShader = new FFXAALumaShader;
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mPresentShader = new FPresentShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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m2DDrawer = new F2DDrawer;
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|
||||
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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|
@ -193,6 +202,7 @@ FGLRenderer::~FGLRenderer()
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|||
}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mLinearDepthShader) delete mLinearDepthShader;
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if (mDepthBlurShader) delete mDepthBlurShader;
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if (mSSAOShader) delete mSSAOShader;
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||||
|
@ -207,6 +217,8 @@ FGLRenderer::~FGLRenderer()
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if (mTonemapPalette) delete mTonemapPalette;
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if (mColormapShader) delete mColormapShader;
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if (mLensShader) delete mLensShader;
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delete mFXAAShader;
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delete mFXAALumaShader;
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}
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||||
//==========================================================================
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|
|
|
@ -32,7 +32,10 @@ class FBlurShader;
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class FTonemapShader;
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class FColormapShader;
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class FLensShader;
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class FFXAALumaShader;
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class FFXAAShader;
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class FPresentShader;
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||||
class FPresent3DRowShader;
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class F2DDrawer;
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class FHardwareTexture;
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||||
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|
@ -111,7 +114,10 @@ public:
|
|||
FColormapShader *mColormapShader;
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FHardwareTexture *mTonemapPalette;
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||||
FLensShader *mLensShader;
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||||
FFXAALumaShader *mFXAALumaShader;
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FFXAAShader *mFXAAShader;
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FPresentShader *mPresentShader;
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FPresent3DRowShader *mPresent3dRowShader;
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||||
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||||
FTexture *gllight;
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FTexture *glpart2;
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|
@ -188,6 +194,7 @@ public:
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|||
void BindTonemapPalette(int texunit);
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void ClearTonemapPalette();
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void LensDistortScene();
|
||||
void ApplyFXAA();
|
||||
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
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void Flush();
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|
|
|
@ -854,6 +854,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
PostProcessScene();
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ApplyFXAA();
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||||
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||||
// This should be done after postprocessing, not before.
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mBuffers->BindCurrentFB();
|
||||
|
|
99
src/gl/shaders/gl_fxaashader.cpp
Normal file
99
src/gl/shaders/gl_fxaashader.cpp
Normal file
|
@ -0,0 +1,99 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2016 Alexey Lysiuk
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
//
|
||||
// Fast approXimate Anti-Aliasing (FXAA) post-processing
|
||||
//
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/shaders/gl_fxaashader.h"
|
||||
|
||||
EXTERN_CVAR(Int, gl_fxaa)
|
||||
|
||||
void FFXAALumaShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/fxaa");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
InputTexture.Init(mShader, "InputTexture");
|
||||
}
|
||||
|
||||
mShader.Bind();
|
||||
}
|
||||
|
||||
static int GetMaxVersion()
|
||||
{
|
||||
return gl.glslversion >= 4.f ? 400 : 330;
|
||||
}
|
||||
|
||||
static FString GetDefines()
|
||||
{
|
||||
int quality;
|
||||
|
||||
switch (gl_fxaa)
|
||||
{
|
||||
default:
|
||||
case FFXAAShader::Low: quality = 10; break;
|
||||
case FFXAAShader::Medium: quality = 12; break;
|
||||
case FFXAAShader::High: quality = 29; break;
|
||||
case FFXAAShader::Extreme: quality = 39; break;
|
||||
}
|
||||
|
||||
const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
|
||||
|
||||
// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
|
||||
// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
|
||||
|
||||
FString result;
|
||||
result.Format(
|
||||
"#define FXAA_QUALITY__PRESET %i\n"
|
||||
"#define FXAA_GATHER4_ALPHA %i\n",
|
||||
quality, gatherAlpha);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void FFXAAShader::Bind()
|
||||
{
|
||||
assert(gl_fxaa > 0 && gl_fxaa < Count);
|
||||
FShaderProgram &shader = mShaders[gl_fxaa];
|
||||
|
||||
if (!shader)
|
||||
{
|
||||
const FString defines = GetDefines();
|
||||
const int maxVersion = GetMaxVersion();
|
||||
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", defines, maxVersion);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/fxaa");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
InputTexture.Init(shader, "InputTexture");
|
||||
ReciprocalResolution.Init(shader, "ReciprocalResolution");
|
||||
}
|
||||
|
||||
shader.Bind();
|
||||
}
|
66
src/gl/shaders/gl_fxaashader.h
Normal file
66
src/gl/shaders/gl_fxaashader.h
Normal file
|
@ -0,0 +1,66 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2016 Alexey Lysiuk
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
//
|
||||
// Fast approXimate Anti-Aliasing (FXAA) post-processing
|
||||
//
|
||||
|
||||
#ifndef __GL_FXAASHADER_H__
|
||||
#define __GL_FXAASHADER_H__
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FFXAALumaShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i InputTexture;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
|
||||
class FFXAAShader
|
||||
{
|
||||
public:
|
||||
enum Quality
|
||||
{
|
||||
None,
|
||||
Low,
|
||||
Medium,
|
||||
High,
|
||||
Extreme,
|
||||
Count
|
||||
};
|
||||
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i InputTexture;
|
||||
FBufferedUniform2f ReciprocalResolution;
|
||||
|
||||
private:
|
||||
FShaderProgram mShaders[Count];
|
||||
};
|
||||
|
||||
#endif // __GL_FXAASHADER_H__
|
60
src/gl/shaders/gl_present3dRowshader.cpp
Normal file
60
src/gl/shaders/gl_present3dRowshader.cpp
Normal file
|
@ -0,0 +1,60 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2016 Christopher Bruns
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_3dRowshader.cpp
|
||||
** Copy rendered texture to back buffer, possibly with gamma correction
|
||||
** while interleaving rows from two independent viewpoint textures,
|
||||
** representing the left-eye and right-eye views.
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_present3dRowshader.h"
|
||||
|
||||
void FPresent3DRowShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present_row3d.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/presentRow3d");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
mShader.SetAttribLocation(1, "UV");
|
||||
LeftEyeTexture.Init(mShader, "LeftEyeTexture");
|
||||
RightEyeTexture.Init(mShader, "RightEyeTexture");
|
||||
InvGamma.Init(mShader, "InvGamma");
|
||||
Contrast.Init(mShader, "Contrast");
|
||||
Brightness.Init(mShader, "Brightness");
|
||||
Scale.Init(mShader, "UVScale");
|
||||
VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
51
src/gl/shaders/gl_present3dRowshader.h
Normal file
51
src/gl/shaders/gl_present3dRowshader.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2015 Christopher Bruns
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_present3dRowshader.h
|
||||
** Final composition and present shader for row-interleaved stereoscopic 3D mode
|
||||
**
|
||||
*/
|
||||
|
||||
#ifndef GL_PRESENT3DROWSHADER_H_
|
||||
#define GL_PRESENT3DROWSHADER_H_
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FPresent3DRowShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler LeftEyeTexture;
|
||||
FBufferedUniformSampler RightEyeTexture;
|
||||
FBufferedUniform1f InvGamma;
|
||||
FBufferedUniform1f Contrast;
|
||||
FBufferedUniform1f Brightness;
|
||||
FBufferedUniform2f Scale;
|
||||
FBufferedUniform1i VerticalPixelOffset;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
// GL_PRESENT3DROWSHADER_H_
|
||||
#endif
|
121
src/gl/stereo3d/gl_interleaved3d.cpp
Normal file
121
src/gl/stereo3d/gl_interleaved3d.cpp
Normal file
|
@ -0,0 +1,121 @@
|
|||
/*
|
||||
** gl_interleaved3d.cpp
|
||||
** Interleaved image stereoscopic 3D modes for GZDoom
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Christopher Bruns
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl_interleaved3d.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/shaders/gl_present3dRowshader.h"
|
||||
|
||||
EXTERN_CVAR(Float, vid_brightness)
|
||||
EXTERN_CVAR(Float, vid_contrast)
|
||||
EXTERN_CVAR(Bool, fullscreen)
|
||||
EXTERN_CVAR(Int, win_y) // pixel position of top of display window
|
||||
|
||||
namespace s3d {
|
||||
|
||||
/* static */
|
||||
const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
|
||||
{
|
||||
static RowInterleaved3D instance(ipd);
|
||||
return instance;
|
||||
}
|
||||
|
||||
RowInterleaved3D::RowInterleaved3D(double ipdMeters)
|
||||
: TopBottom3D(ipdMeters)
|
||||
{}
|
||||
|
||||
void RowInterleaved3D::Present() const
|
||||
{
|
||||
GLRenderer->mBuffers->BindOutputFB();
|
||||
GLRenderer->ClearBorders();
|
||||
|
||||
|
||||
// Bind each eye texture, for composition in the shader
|
||||
GLRenderer->mBuffers->BindEyeTexture(0, 0);
|
||||
GLRenderer->mBuffers->BindEyeTexture(1, 1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
const GL_IRECT& box = GLRenderer->mOutputLetterbox;
|
||||
glViewport(box.left, box.top, box.width, box.height);
|
||||
|
||||
bool applyGamma = true;
|
||||
|
||||
GLRenderer->mPresent3dRowShader->Bind();
|
||||
GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
|
||||
GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
|
||||
|
||||
if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
|
||||
{
|
||||
GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
|
||||
GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
|
||||
GLRenderer->mPresent3dRowShader->Brightness.Set(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
|
||||
GLRenderer->mPresent3dRowShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
||||
GLRenderer->mPresent3dRowShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
||||
}
|
||||
GLRenderer->mPresent3dRowShader->Scale.Set(
|
||||
GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
|
||||
GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
|
||||
|
||||
// Compute absolute offset from top of screen to top of current display window
|
||||
// because we need screen-relative, not window-relative, scan line parity
|
||||
int windowVOffset = 0;
|
||||
if (! fullscreen) {
|
||||
I_SaveWindowedPos(); // update win_y CVAR
|
||||
windowVOffset = win_y;
|
||||
}
|
||||
|
||||
GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(
|
||||
windowVOffset // fixme: vary with window location
|
||||
+ box.height % 2 // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
|
||||
);
|
||||
|
||||
GLRenderer->RenderScreenQuad();
|
||||
}
|
||||
|
||||
|
||||
} /* namespace s3d */
|
60
src/gl/stereo3d/gl_interleaved3d.h
Normal file
60
src/gl/stereo3d/gl_interleaved3d.h
Normal file
|
@ -0,0 +1,60 @@
|
|||
/*
|
||||
** gl_interleaved3d.h
|
||||
** Interleaved stereoscopic 3D modes for GZDoom
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Christopher Bruns
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
**
|
||||
*/
|
||||
|
||||
#ifndef GL_INTERLEAVED3D_H_
|
||||
#define GL_INTERLEAVED3D_H_
|
||||
|
||||
#include "gl_stereo3d.h"
|
||||
#include "gl_stereo_leftright.h"
|
||||
#include "gl_sidebyside3d.h"
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
|
||||
class FPresent3DRowShader;
|
||||
|
||||
namespace s3d {
|
||||
|
||||
class RowInterleaved3D : public TopBottom3D
|
||||
{
|
||||
public:
|
||||
static const RowInterleaved3D& getInstance(float ipd);
|
||||
RowInterleaved3D(double ipdMeters);
|
||||
void Present() const override;
|
||||
};
|
||||
|
||||
} /* namespace s3d */
|
||||
|
||||
|
||||
#endif /* GL_INTERLEAVED3D_H_ */
|
|
@ -108,4 +108,43 @@ void SideBySideFull::AdjustPlayerSprites() const /* override */
|
|||
gl_RenderState.ApplyMatrices();
|
||||
}
|
||||
|
||||
/* static */
|
||||
const TopBottom3D& TopBottom3D::getInstance(float ipd)
|
||||
{
|
||||
static TopBottom3D instance(ipd);
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TopBottom3D::Present() const
|
||||
{
|
||||
GLRenderer->mBuffers->BindOutputFB();
|
||||
GLRenderer->ClearBorders();
|
||||
|
||||
// Compute screen regions to use for left and right eye views
|
||||
int topHeight = GLRenderer->mOutputLetterbox.height / 2;
|
||||
int bottomHeight = GLRenderer->mOutputLetterbox.height - topHeight;
|
||||
GL_IRECT topHalfScreen = GLRenderer->mOutputLetterbox;
|
||||
topHalfScreen.height = topHeight;
|
||||
topHalfScreen.top = topHeight;
|
||||
GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox;
|
||||
bottomHalfScreen.height = bottomHeight;
|
||||
bottomHalfScreen.top = 0;
|
||||
|
||||
GLRenderer->mBuffers->BindEyeTexture(0, 0);
|
||||
GLRenderer->DrawPresentTexture(topHalfScreen, true);
|
||||
|
||||
GLRenderer->mBuffers->BindEyeTexture(1, 0);
|
||||
GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
|
||||
}
|
||||
|
||||
// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
|
||||
void TopBottom3D::AdjustViewports() const
|
||||
{
|
||||
// Change size of renderbuffer, and align to screen
|
||||
GLRenderer->mSceneViewport.height /= 2;
|
||||
GLRenderer->mSceneViewport.top /= 2;
|
||||
GLRenderer->mScreenViewport.height /= 2;
|
||||
GLRenderer->mScreenViewport.top /= 2;
|
||||
}
|
||||
|
||||
} /* namespace s3d */
|
||||
|
|
|
@ -88,6 +88,14 @@ private:
|
|||
SBSFRightEyePose rightEye;
|
||||
};
|
||||
|
||||
class TopBottom3D : public SideBySideSquished
|
||||
{
|
||||
public:
|
||||
static const TopBottom3D& getInstance(float ipd);
|
||||
TopBottom3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
|
||||
void Present() const override;
|
||||
virtual void AdjustViewports() const override;
|
||||
};
|
||||
|
||||
} /* namespace s3d */
|
||||
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include "gl/stereo3d/gl_anaglyph.h"
|
||||
#include "gl/stereo3d/gl_quadstereo.h"
|
||||
#include "gl/stereo3d/gl_sidebyside3d.h"
|
||||
#include "gl/stereo3d/gl_interleaved3d.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
|
||||
// Set up 3D-specific console variables:
|
||||
|
@ -100,6 +101,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
|
|||
setCurrentMode(AmberBlue::getInstance(vr_ipd));
|
||||
break;
|
||||
// TODO: 10: HTC Vive/OpenVR
|
||||
case 11:
|
||||
setCurrentMode(TopBottom3D::getInstance(vr_ipd));
|
||||
break;
|
||||
case 12:
|
||||
setCurrentMode(RowInterleaved3D::getInstance(vr_ipd));
|
||||
break;
|
||||
case 0:
|
||||
default:
|
||||
setCurrentMode(MonoView::getInstance());
|
||||
|
|
|
@ -2638,6 +2638,7 @@ GLPREFMNU_MULTISAMPLE = "Multisample";
|
|||
GLPREFMNU_TONEMAP = "Tonemap Mode";
|
||||
GLPREFMNU_BLOOM = "Bloom effect";
|
||||
GLPREFMNU_LENS = "Lens distortion effect";
|
||||
GLPREFMNU_FXAA = "FXAA Quality";
|
||||
GLPREFMNU_SSAO = "Ambient occlusion";
|
||||
|
||||
// Option Values
|
||||
|
@ -2709,6 +2710,8 @@ OPTVAL_LEFTEYE = "Left Eye";
|
|||
OPTVAL_RIGHTEYE = "Right Eye";
|
||||
OPTVAL_SBSFULL = "Side-by-side Full";
|
||||
OPTVAL_SBSNARROW = "Side-by-side Narrow";
|
||||
OPTVAL_TOPBOTTOM = "Top/Bottom";
|
||||
OPTVAL_ROWINTERLEAVED = "Row Interleaved";
|
||||
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
||||
OPTVAL_UNCHARTED2 = "Uncharted 2";
|
||||
OPTVAL_HEJLDAWSON = "Hejl Dawson";
|
||||
|
@ -2717,3 +2720,4 @@ OPTVAL_PALETTE = "Palette";
|
|||
OPTVAL_LOW = "Low";
|
||||
OPTVAL_MEDIUM = "Medium";
|
||||
OPTVAL_HIGH = "High";
|
||||
OPTVAL_EXTREME = "Extreme";
|
||||
|
|
|
@ -49,6 +49,15 @@ OptionValue "TonemapModes"
|
|||
5, "$OPTVAL_PALETTE"
|
||||
}
|
||||
|
||||
OptionValue "FXAAQuality"
|
||||
{
|
||||
0, "$OPTVAL_OFF"
|
||||
1, "$OPTVAL_LOW"
|
||||
2, "$OPTVAL_MEDIUM"
|
||||
3, "$OPTVAL_HIGH"
|
||||
4, "$OPTVAL_EXTREME"
|
||||
}
|
||||
|
||||
OptionValue "TextureFormats"
|
||||
{
|
||||
0, "$OPTVAL_RGBA8"
|
||||
|
@ -176,6 +185,8 @@ OptionValue VRMode
|
|||
9, "$OPTVAL_AMBERBLUE"
|
||||
3, "$OPTVAL_SBSFULL"
|
||||
4, "$OPTVAL_SBSNARROW"
|
||||
11, "$OPTVAL_TOPBOTTOM"
|
||||
12, "$OPTVAL_ROWINTERLEAVED"
|
||||
5, "$OPTVAL_LEFTEYE"
|
||||
6, "$OPTVAL_RIGHTEYE"
|
||||
7, "$OPTVAL_QUADBUFFERED"
|
||||
|
@ -234,5 +245,6 @@ OptionMenu "GLPrefOptions"
|
|||
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
|
||||
Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
|
||||
Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff"
|
||||
}
|
||||
|
|
615
wadsrc/static/shaders/glsl/fxaa.fp
Normal file
615
wadsrc/static/shaders/glsl/fxaa.fp
Normal file
|
@ -0,0 +1,615 @@
|
|||
//----------------------------------------------------------------------------------
|
||||
// File: es3-kepler\FXAA/FXAA3_11.h
|
||||
// SDK Version: v3.00
|
||||
// Email: gameworks@nvidia.com
|
||||
// Site: http://developer.nvidia.com/
|
||||
//
|
||||
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions
|
||||
// are met:
|
||||
// * Redistributions of source code must retain the above copyright
|
||||
// notice, this list of conditions and the following disclaimer.
|
||||
// * Redistributions in binary form must reproduce the above copyright
|
||||
// notice, this list of conditions and the following disclaimer in the
|
||||
// documentation and/or other materials provided with the distribution.
|
||||
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
||||
// contributors may be used to endorse or promote products derived
|
||||
// from this software without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
||||
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
//
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D InputTexture;
|
||||
|
||||
#ifdef FXAA_LUMA_PASS
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tex = texture(InputTexture, TexCoord).rgb;
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
FragColor = vec4(tex, dot(tex, luma));
|
||||
}
|
||||
|
||||
#else // FXAA itself
|
||||
|
||||
//============================================================================
|
||||
// NVIDIA FXAA 3.11 by TIMOTHY LOTTES
|
||||
//============================================================================
|
||||
|
||||
#define FXAA_DISCARD 1
|
||||
|
||||
#define FXAA_GREEN_AS_LUMA 0
|
||||
|
||||
#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 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)
|
||||
#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
|
||||
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
|
||||
#else
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
||||
#endif
|
||||
|
||||
#if (FXAA_QUALITY__PRESET == 10)
|
||||
#define FXAA_QUALITY__PS 3
|
||||
#define FXAA_QUALITY__P0 1.5
|
||||
#define FXAA_QUALITY__P1 3.0
|
||||
#define FXAA_QUALITY__P2 12.0
|
||||
#elif (FXAA_QUALITY__PRESET == 11)
|
||||
#define FXAA_QUALITY__PS 4
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 3.0
|
||||
#define FXAA_QUALITY__P3 12.0
|
||||
#elif (FXAA_QUALITY__PRESET == 12)
|
||||
#define FXAA_QUALITY__PS 5
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 4.0
|
||||
#define FXAA_QUALITY__P4 12.0
|
||||
#elif (FXAA_QUALITY__PRESET == 13)
|
||||
#define FXAA_QUALITY__PS 6
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 4.0
|
||||
#define FXAA_QUALITY__P5 12.0
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (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
|
||||
#elif (FXAA_QUALITY__PRESET == 39)
|
||||
#define FXAA_QUALITY__PS 12
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.0
|
||||
#define FXAA_QUALITY__P2 1.0
|
||||
#define FXAA_QUALITY__P3 1.0
|
||||
#define FXAA_QUALITY__P4 1.0
|
||||
#define FXAA_QUALITY__P5 1.5
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 2.0
|
||||
#define FXAA_QUALITY__P8 2.0
|
||||
#define FXAA_QUALITY__P9 2.0
|
||||
#define FXAA_QUALITY__P10 4.0
|
||||
#define FXAA_QUALITY__P11 8.0
|
||||
#endif
|
||||
|
||||
FxaaFloat4 FxaaPixelShader(FxaaFloat2 pos, FxaaTex tex, FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin)
|
||||
{
|
||||
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
|
||||
}
|
||||
|
||||
uniform vec2 ReciprocalResolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = FxaaPixelShader(TexCoord, InputTexture, ReciprocalResolution, 0.75f, 0.166f, 0.0833f);
|
||||
}
|
||||
|
||||
#endif // FXAA_LUMA_PASS
|
35
wadsrc/static/shaders/glsl/present_row3d.fp
Normal file
35
wadsrc/static/shaders/glsl/present_row3d.fp
Normal file
|
@ -0,0 +1,35 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D LeftEyeTexture;
|
||||
uniform sampler2D RightEyeTexture;
|
||||
uniform float InvGamma;
|
||||
uniform float Contrast;
|
||||
uniform float Brightness;
|
||||
uniform int VerticalPixelOffset; // top-of-window might not be top-of-screen
|
||||
|
||||
vec4 ApplyGamma(vec4 c)
|
||||
{
|
||||
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
|
||||
val += Brightness * 0.5;
|
||||
val = pow(max(val, vec3(0.0)), vec3(InvGamma));
|
||||
return vec4(val, c.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int thisVerticalPixel = int(gl_FragCoord.y + 1.0); // Bottom row is typically the right eye, when WindowHeight is even
|
||||
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
|
||||
+ VerticalPixelOffset // because the window might not be aligned to the screen
|
||||
) % 2 == 0;
|
||||
vec4 inputColor;
|
||||
if (isLeftEye) {
|
||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
||||
}
|
||||
else {
|
||||
// inputColor = vec4(0, 1, 0, 1);
|
||||
inputColor = texture(RightEyeTexture, TexCoord);
|
||||
}
|
||||
FragColor = ApplyGamma(inputColor);
|
||||
}
|
Loading…
Reference in a new issue