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c68aa2b241
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample: https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
615 lines
24 KiB
GLSL
615 lines
24 KiB
GLSL
//----------------------------------------------------------------------------------
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// File: es3-kepler\FXAA/FXAA3_11.h
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// SDK Version: v3.00
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// Email: gameworks@nvidia.com
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// Site: http://developer.nvidia.com/
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//
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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#ifdef FXAA_LUMA_PASS
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void main()
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{
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vec3 tex = texture(InputTexture, TexCoord).rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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FragColor = vec4(tex, dot(tex, luma));
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}
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#else // FXAA itself
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//============================================================================
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// NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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//============================================================================
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#define FXAA_DISCARD 1
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#define FXAA_GREEN_AS_LUMA 0
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#if (FXAA_GATHER4_ALPHA == 1)
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
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#endif
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#if (FXAA_GREEN_AS_LUMA == 0)
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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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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#elif (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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#elif (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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#elif (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
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#define FXAA_QUALITY__P4 4.0
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#define FXAA_QUALITY__P5 12.0
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#elif (FXAA_QUALITY__PRESET == 14)
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#define FXAA_QUALITY__PS 7
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 4.0
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#define FXAA_QUALITY__P6 12.0
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#elif (FXAA_QUALITY__PRESET == 15)
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#define FXAA_QUALITY__PS 8
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 4.0
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#define FXAA_QUALITY__P7 12.0
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#elif (FXAA_QUALITY__PRESET == 20)
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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 2.0
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#define FXAA_QUALITY__P2 8.0
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#elif (FXAA_QUALITY__PRESET == 21)
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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 2.0
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#define FXAA_QUALITY__P3 8.0
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#elif (FXAA_QUALITY__PRESET == 22)
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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 2.0
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#define FXAA_QUALITY__P4 8.0
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#elif (FXAA_QUALITY__PRESET == 23)
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 8.0
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#elif (FXAA_QUALITY__PRESET == 24)
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#define FXAA_QUALITY__PS 7
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 3.0
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#define FXAA_QUALITY__P6 8.0
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#elif (FXAA_QUALITY__PRESET == 25)
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#define FXAA_QUALITY__PS 8
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 4.0
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#define FXAA_QUALITY__P7 8.0
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#elif (FXAA_QUALITY__PRESET == 26)
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#define FXAA_QUALITY__PS 9
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 4.0
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#define FXAA_QUALITY__P8 8.0
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#elif (FXAA_QUALITY__PRESET == 27)
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#define FXAA_QUALITY__PS 10
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 4.0
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#define FXAA_QUALITY__P9 8.0
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#elif (FXAA_QUALITY__PRESET == 28)
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#define FXAA_QUALITY__PS 11
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 4.0
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#define FXAA_QUALITY__P10 8.0
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#elif (FXAA_QUALITY__PRESET == 29)
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#define FXAA_QUALITY__PS 12
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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
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#elif (FXAA_QUALITY__PRESET == 39)
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#define FXAA_QUALITY__PS 12
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.0
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#define FXAA_QUALITY__P2 1.0
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#define FXAA_QUALITY__P3 1.0
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#define FXAA_QUALITY__P4 1.0
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#define FXAA_QUALITY__P5 1.5
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#endif
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FxaaFloat4 FxaaPixelShader(FxaaFloat2 pos, FxaaTex tex, FxaaFloat2 fxaaQualityRcpFrame,
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FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin)
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{
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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#if (FXAA_GATHER4_ALPHA == 1)
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#if (FXAA_DISCARD == 0)
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FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
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#if (FXAA_GREEN_AS_LUMA == 0)
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#define lumaM rgbyM.w
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#else
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#define lumaM rgbyM.y
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#endif
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#endif
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#if (FXAA_GREEN_AS_LUMA == 0)
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FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
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FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
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#else
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FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
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FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
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#endif
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#if (FXAA_DISCARD == 1)
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#define lumaM luma4A.w
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#endif
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#define lumaE luma4A.z
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#define lumaS luma4A.x
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#define lumaSE luma4A.y
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#define lumaNW luma4B.w
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#define lumaN luma4B.z
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#define lumaW luma4B.x
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#else
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FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
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#if (FXAA_GREEN_AS_LUMA == 0)
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#define lumaM rgbyM.w
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#else
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#define lumaM rgbyM.y
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#endif
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FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
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#endif
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/*--------------------------------------------------------------------------*/
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FxaaFloat maxSM = max(lumaS, lumaM);
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FxaaFloat minSM = min(lumaS, lumaM);
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FxaaFloat maxESM = max(lumaE, maxSM);
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FxaaFloat minESM = min(lumaE, minSM);
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FxaaFloat maxWN = max(lumaN, lumaW);
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FxaaFloat minWN = min(lumaN, lumaW);
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FxaaFloat rangeMax = max(maxWN, maxESM);
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FxaaFloat rangeMin = min(minWN, minESM);
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FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
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FxaaFloat range = rangeMax - rangeMin;
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FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
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FxaaBool earlyExit = range < rangeMaxClamped;
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/*--------------------------------------------------------------------------*/
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if(earlyExit)
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#if (FXAA_DISCARD == 1)
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FxaaDiscard;
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#else
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return rgbyM;
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_GATHER4_ALPHA == 0)
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FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
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#else
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FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
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#endif
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNWSW = lumaNW + lumaSW;
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FxaaFloat lumaSWSE = lumaSW + lumaSE;
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FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
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FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
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/*--------------------------------------------------------------------------*/
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FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
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FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
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FxaaBool horzSpan = edgeHorz >= edgeVert;
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FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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/*--------------------------------------------------------------------------*/
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
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FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
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/*--------------------------------------------------------------------------*/
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FxaaFloat gradientN = lumaN - lumaM;
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FxaaFloat gradientS = lumaS - lumaM;
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FxaaFloat lumaNN = lumaN + lumaM;
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FxaaFloat lumaSS = lumaS + lumaM;
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FxaaBool pairN = abs(gradientN) >= abs(gradientS);
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FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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FxaaFloat2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
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FxaaFloat2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
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FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
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FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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FxaaFloat subpixE = subpixC * subpixC;
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FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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/*--------------------------------------------------------------------------*/
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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
|