Added FXAA post-processing

Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
This commit is contained in:
alexey.lysiuk 2016-09-25 12:25:01 +03:00 committed by Christoph Oelckers
parent 5391216756
commit c68aa2b241
11 changed files with 897 additions and 1 deletions

33
docs/licenses/fxaa.txt Normal file
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@ -0,0 +1,33 @@
//----------------------------------------------------------------------------------
// 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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@ -1131,6 +1131,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_colormapshader.cpp
gl/shaders/gl_tonemapshader.cpp
gl/shaders/gl_lensshader.cpp
gl/shaders/gl_fxaashader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_debug.cpp

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@ -60,6 +60,7 @@
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_fxaashader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/renderer/gl_2ddrawer.h"
#include "gl/stereo3d/gl_stereo3d.h"
@ -98,6 +99,14 @@ CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self >= FFXAAShader::Count)
{
self = 0;
}
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
@ -447,6 +456,51 @@ void FGLRenderer::LensDistortScene()
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Apply FXAA and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ApplyFXAA()
{
if (0 == gl_fxaa)
{
return;
}
FGLDebug::PushGroup("ApplyFXAA");
const GLfloat rpcRes[2] =
{
1.0f / mBuffers->GetWidth(),
1.0f / mBuffers->GetHeight()
};
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mFXAALumaShader->Bind();
mFXAALumaShader->InputTexture.Set(0);
RenderScreenQuad();
mBuffers->NextTexture();
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mFXAAShader->Bind();
mFXAAShader->InputTexture.Set(0);
mFXAAShader->ReciprocalResolution.Set(rpcRes);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination

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@ -56,6 +56,7 @@
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_fxaashader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/shaders/gl_present3dRowshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
@ -115,6 +116,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mTonemapPalette = nullptr;
mColormapShader = nullptr;
mLensShader = nullptr;
mFXAAShader = nullptr;
mFXAALumaShader = nullptr;
}
void gl_LoadModels();
@ -133,6 +136,8 @@ void FGLRenderer::Initialize(int width, int height)
mColormapShader = new FColormapShader();
mTonemapPalette = nullptr;
mLensShader = new FLensShader();
mFXAAShader = new FFXAAShader;
mFXAALumaShader = new FFXAALumaShader;
mPresentShader = new FPresentShader();
mPresent3dRowShader = new FPresent3DRowShader();
m2DDrawer = new F2DDrawer;
@ -198,6 +203,8 @@ FGLRenderer::~FGLRenderer()
if (mTonemapPalette) delete mTonemapPalette;
if (mColormapShader) delete mColormapShader;
if (mLensShader) delete mLensShader;
delete mFXAAShader;
delete mFXAALumaShader;
}
//==========================================================================

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@ -28,6 +28,8 @@ class FBlurShader;
class FTonemapShader;
class FColormapShader;
class FLensShader;
class FFXAALumaShader;
class FFXAAShader;
class FPresentShader;
class FPresent3DRowShader;
class F2DDrawer;
@ -104,6 +106,8 @@ public:
FColormapShader *mColormapShader;
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FFXAALumaShader *mFXAALumaShader;
FFXAAShader *mFXAAShader;
FPresentShader *mPresentShader;
FPresent3DRowShader *mPresent3dRowShader;
@ -180,6 +184,7 @@ public:
void BindTonemapPalette(int texunit);
void ClearTonemapPalette();
void LensDistortScene();
void ApplyFXAA();
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
void Flush();

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@ -832,6 +832,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
TonemapScene();
ColormapScene();
LensDistortScene();
ApplyFXAA();
// This should be done after postprocessing, not before.
mBuffers->BindCurrentFB();

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@ -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();
}

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@ -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__

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@ -2633,6 +2633,7 @@ GLPREFMNU_MULTISAMPLE = "Multisample";
GLPREFMNU_TONEMAP = "Tonemap Mode";
GLPREFMNU_BLOOM = "Bloom effect";
GLPREFMNU_LENS = "Lens distortion effect";
GLPREFMNU_FXAA = "FXAA Quality";
// Option Values
OPTVAL_SMART = "Smart";
@ -2709,4 +2710,8 @@ OPTVAL_QUADBUFFERED = "Quad-buffered";
OPTVAL_UNCHARTED2 = "Uncharted 2";
OPTVAL_HEJLDAWSON = "Hejl Dawson";
OPTVAL_REINHARD = "Reinhard";
OPTVAL_PALETTE = "Palette";
OPTVAL_PALETTE = "Palette";
OPTVAL_LOW = "Low";
OPTVAL_MEDIUM = "Medium";
OPTVAL_HIGH = "High";
OPTVAL_EXTREME = "Extreme";

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@ -42,6 +42,15 @@ 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, "$OPTVAL_RGBA8"
@ -228,4 +237,5 @@ OptionMenu "GLPrefOptions"
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
}

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@ -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