mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 22:41:53 +00:00
b6ada166fc
Compile Shader 'shaders/glsl/fxaa.fp': ERROR: 0:250: '' : syntax error: incorrect preprocessor directive ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline ERROR: 0:265: '' : syntax error: incorrect preprocessor directive ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline ERROR: 0:266: '' : Macro Redefined lumaM ERROR: 0:301: '' : syntax error: incorrect preprocessor directive ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline ERROR: 0:599: '' : syntax error: incorrect preprocessor directive ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline https://forum.zdoom.org/viewtopic.php?t=65003
613 lines
24 KiB
GLSL
613 lines
24 KiB
GLSL
//----------------------------------------------------------------------------------
|
|
// 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.
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
|
|
layout(location=0) in vec2 TexCoord;
|
|
layout(location=0) out vec4 FragColor;
|
|
|
|
layout(binding=0) 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 0
|
|
|
|
#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
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = FxaaPixelShader(TexCoord, InputTexture, ReciprocalResolution, 0.75f, 0.166f, 0.0833f);
|
|
}
|
|
|
|
#endif // FXAA_LUMA_PASS
|