mirror of
https://github.com/Ryujinx/Ryujinx.git
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80b4972139
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
1177 lines
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47 KiB
GLSL
1177 lines
No EOL
47 KiB
GLSL
/*============================================================================
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NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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------------------------------------------------------------------------------
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COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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------------------------------------------------------------------------------
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TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES.
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------------------------------------------------------------------------------
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INTEGRATION CHECKLIST
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------------------------------------------------------------------------------
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(1.)
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In the shader source, setup defines for the desired configuration.
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When providing multiple shaders (for different presets),
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simply setup the defines differently in multiple files.
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Example,
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#define FXAA_PC 1
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#define FXAA_HLSL_5 1
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#define FXAA_QUALITY_PRESET 12
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Or,
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#define FXAA_360 1
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Or,
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#define FXAA_PS3 1
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Etc.
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(2.)
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Then include this file,
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#include "Fxaa3_11.h"
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(3.)
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Then call the FXAA pixel shader from within your desired shader.
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Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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As for FXAA 3.11 all inputs for all shaders are the same
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to enable easy porting between platforms.
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return FxaaPixelShader(...);
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(4.)
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Insure pass prior to FXAA outputs RGBL (see next section).
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Or use,
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#define FXAA_GREEN_AS_LUMA 1
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(5.)
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Setup engine to provide the following constants
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which are used in the FxaaPixelShader() inputs,
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FxaaFloat2 fxaaQualityRcpFrame,
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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FxaaFloat4 fxaaConsole360RcpFrameOpt2,
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FxaaFloat fxaaQualitySubpix,
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FxaaFloat fxaaQualityEdgeThreshold,
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FxaaFloat fxaaQualityEdgeThresholdMin,
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FxaaFloat fxaaConsoleEdgeSharpness,
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FxaaFloat fxaaConsoleEdgeThreshold,
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FxaaFloat fxaaConsoleEdgeThresholdMin,
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FxaaFloat4 fxaaConsole360ConstDir
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Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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(6.)
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Have FXAA vertex shader run as a full screen triangle,
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and output "pos" and "fxaaConsolePosPos"
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such that inputs in the pixel shader provide,
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// {xy} = center of pixel
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FxaaFloat2 pos,
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// {xy_} = upper left of pixel
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// {_zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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(7.)
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Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
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------------------------------------------------------------------------------
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INTEGRATION - RGBL AND COLORSPACE
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------------------------------------------------------------------------------
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FXAA3 requires RGBL as input unless the following is set,
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#define FXAA_GREEN_AS_LUMA 1
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In which case the engine uses green in place of luma,
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and requires RGB input is in a non-linear colorspace.
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RGB should be LDR (low dynamic range).
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Specifically do FXAA after tonemapping.
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RGB data as returned by a texture fetch can be non-linear,
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or linear when FXAA_GREEN_AS_LUMA is not set.
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Note an "sRGB format" texture counts as linear,
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because the result of a texture fetch is linear data.
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Regular "RGBA8" textures in the sRGB colorspace are non-linear.
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If FXAA_GREEN_AS_LUMA is not set,
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luma must be stored in the alpha channel prior to running FXAA.
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This luma should be in a perceptual space (could be gamma 2.0).
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Example pass before FXAA where output is gamma 2.0 encoded,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
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return color;
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Another example where output is linear encoded,
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say for instance writing to an sRGB formated render target,
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where the render target does the conversion back to sRGB after blending,
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color.rgb = ToneMap(color.rgb); // linear color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
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return color;
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Getting luma correct is required for the algorithm to work correctly.
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------------------------------------------------------------------------------
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BEING LINEARLY CORRECT?
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------------------------------------------------------------------------------
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Applying FXAA to a framebuffer with linear RGB color will look worse.
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This is very counter intuitive, but happends to be true in this case.
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The reason is because dithering artifacts will be more visiable
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in a linear colorspace.
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------------------------------------------------------------------------------
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COMPLEX INTEGRATION
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------------------------------------------------------------------------------
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Q. What if the engine is blending into RGB before wanting to run FXAA?
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A. In the last opaque pass prior to FXAA,
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have the pass write out luma into alpha.
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Then blend into RGB only.
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FXAA should be able to run ok
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assuming the blending pass did not any add aliasing.
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This should be the common case for particles and common blending passes.
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A. Or use FXAA_GREEN_AS_LUMA.
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============================================================================*/
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
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layout(binding = 1, set = 2) uniform sampler2D inputImage;
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layout(binding = 2) uniform invResolution
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{
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vec2 invResolution_data;
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};
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#define FXAA_QUALITY_PRESET 12
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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/*============================================================================
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INTEGRATION KNOBS
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/*==========================================================================*/
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#ifndef FXAA_PC
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//
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// FXAA Quality
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// The high quality PC algorithm.
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//
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#define FXAA_PC 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_GREEN_AS_LUMA
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//
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_EARLY_EXIT
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this ON adds 2 cycles to the shader.
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// On 360 turning this OFF adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_EARLY_EXIT 1
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_FAST_PIXEL_OFFSET
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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#ifdef GL_EXT_gpu_shader4
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifndef FXAA_FAST_PIXEL_OFFSET
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#define FXAA_FAST_PIXEL_OFFSET 0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GATHER4_ALPHA
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifndef FXAA_GATHER4_ALPHA
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#endif
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/*============================================================================
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FXAA QUALITY - TUNING KNOBS
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------------------------------------------------------------------------------
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NOTE the other tuning knobs are now in the shader function inputs!
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============================================================================*/
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#ifndef FXAA_QUALITY_PRESET
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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#define FXAA_QUALITY_PRESET 12
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#endif
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/*============================================================================
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FXAA QUALITY - PRESETS
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============================================================================*/
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/*============================================================================
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FXAA QUALITY - MEDIUM DITHER PRESETS
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============================================================================*/
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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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*============================================================================
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FXAA QUALITY - LOW DITHER PRESETS
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============================================================================*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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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#endif
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/*--------------------------------------------------------------------------*/
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#if (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
|
|
#define FXAA_QUALITY_P9 4.0
|
|
#define FXAA_QUALITY_P10 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (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
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - EXTREME QUALITY
|
|
============================================================================*/
|
|
#if (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
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
API PORTING
|
|
|
|
============================================================================*/
|
|
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
|
|
#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
|
|
#else
|
|
#define FxaaBool bool
|
|
#define FxaaDiscard clip(-1)
|
|
#define FxaaFloat float
|
|
#define FxaaFloat2 float2
|
|
#define FxaaFloat3 float3
|
|
#define FxaaFloat4 float4
|
|
#define FxaaHalf half
|
|
#define FxaaHalf2 half2
|
|
#define FxaaHalf3 half3
|
|
#define FxaaHalf4 half4
|
|
#define FxaaSat(x) saturate(x)
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_120 == 1)
|
|
// Requires,
|
|
// #version 120
|
|
// And at least,
|
|
// #extension GL_EXT_gpu_shader4 : enable
|
|
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
|
|
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
|
#else
|
|
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
|
|
#endif
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
// use #extension GL_ARB_gpu_shader5 : enable
|
|
#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
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_130 == 1)
|
|
// Requires "#version 130" or better
|
|
#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)
|
|
// use #extension GL_ARB_gpu_shader5 : enable
|
|
#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
|
|
#endif
|
|
|
|
|
|
/*============================================================================
|
|
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
|
============================================================================*/
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
|
|
#else
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
#if (FXAA_PC == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 FxaaPixelShader(
|
|
//
|
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
|
// {xy} = center of pixel
|
|
FxaaFloat2 pos,
|
|
//
|
|
// Used only for FXAA Console, and not used on the 360 version.
|
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
|
// {xy_} = upper left of pixel
|
|
// {_zw} = lower right of pixel
|
|
FxaaFloat4 fxaaConsolePosPos,
|
|
//
|
|
// Input color texture.
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// if (FXAA_GREEN_AS_LUMA == 0)
|
|
// {__a} = luma in perceptual color space (not linear)
|
|
FxaaTex tex,
|
|
//
|
|
// Only used on the optimized 360 version of FXAA Console.
|
|
// For everything but 360, just use the same input here as for "tex".
|
|
// For 360, same texture, just alias with a 2nd sampler.
|
|
// This sampler needs to have an exponent bias of -1.
|
|
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
|
//
|
|
// Only used on the optimized 360 version of FXAA Console.
|
|
// For everything but 360, just use the same input here as for "tex".
|
|
// For 360, same texture, just alias with a 3nd sampler.
|
|
// This sampler needs to have an exponent bias of -2.
|
|
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This must be from a constant/uniform.
|
|
// {x_} = 1.0/screenWidthInPixels
|
|
// {_y} = 1.0/screenHeightInPixels
|
|
FxaaFloat2 fxaaQualityRcpFrame,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// This must be from a constant/uniform.
|
|
// This effects sub-pixel AA quality and inversely sharpness.
|
|
// Where N ranges between,
|
|
// N = 0.50 (default)
|
|
// N = 0.33 (sharper)
|
|
// {x__} = -N/screenWidthInPixels
|
|
// {_y_} = -N/screenHeightInPixels
|
|
// {_z_} = N/screenWidthInPixels
|
|
// {__w} = N/screenHeightInPixels
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// Not used on 360, but used on PS3 and PC.
|
|
// This must be from a constant/uniform.
|
|
// {x__} = -2.0/screenWidthInPixels
|
|
// {_y_} = -2.0/screenHeightInPixels
|
|
// {_z_} = 2.0/screenWidthInPixels
|
|
// {__w} = 2.0/screenHeightInPixels
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
|
|
// This must be from a constant/uniform.
|
|
// {x__} = 8.0/screenWidthInPixels
|
|
// {_y_} = 8.0/screenHeightInPixels
|
|
// {_z_} = -4.0/screenWidthInPixels
|
|
// {__w} = -4.0/screenHeightInPixels
|
|
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_SUBPIX define.
|
|
// It is here now to allow easier tuning.
|
|
// Choose the amount of sub-pixel aliasing removal.
|
|
// This can effect sharpness.
|
|
// 1.00 - upper limit (softer)
|
|
// 0.75 - default amount of filtering
|
|
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
|
// 0.25 - almost off
|
|
// 0.00 - completely off
|
|
FxaaFloat fxaaQualitySubpix,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
|
|
// It is here now to allow easier tuning.
|
|
// The minimum amount of local contrast required to apply algorithm.
|
|
// 0.333 - too little (faster)
|
|
// 0.250 - low quality
|
|
// 0.166 - default
|
|
// 0.125 - high quality
|
|
// 0.063 - overkill (slower)
|
|
FxaaFloat fxaaQualityEdgeThreshold,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
|
|
// It is here now to allow easier tuning.
|
|
// Trims the algorithm from processing darks.
|
|
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
|
// 0.0625 - high quality (faster)
|
|
// 0.0312 - visible limit (slower)
|
|
// Special notes when using FXAA_GREEN_AS_LUMA,
|
|
// Likely want to set this to zero.
|
|
// As colors that are mostly not-green
|
|
// will appear very dark in the green channel!
|
|
// Tune by looking at mostly non-green content,
|
|
// then start at zero and increase until aliasing is a problem.
|
|
FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
|
|
// It is here now to allow easier tuning.
|
|
// This does not effect PS3, as this needs to be compiled in.
|
|
// Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
|
|
// Due to the PS3 being ALU bound,
|
|
// there are only three safe values here: 2 and 4 and 8.
|
|
// These options use the shaders ability to a free *|/ by 2|4|8.
|
|
// For all other platforms can be a non-power of two.
|
|
// 8.0 is sharper (default!!!)
|
|
// 4.0 is softer
|
|
// 2.0 is really soft (good only for vector graphics inputs)
|
|
FxaaFloat fxaaConsoleEdgeSharpness,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
|
|
// It is here now to allow easier tuning.
|
|
// This does not effect PS3, as this needs to be compiled in.
|
|
// Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
|
|
// Due to the PS3 being ALU bound,
|
|
// there are only two safe values here: 1/4 and 1/8.
|
|
// These options use the shaders ability to a free *|/ by 2|4|8.
|
|
// The console setting has a different mapping than the quality setting.
|
|
// Other platforms can use other values.
|
|
// 0.125 leaves less aliasing, but is softer (default!!!)
|
|
// 0.25 leaves more aliasing, and is sharper
|
|
FxaaFloat fxaaConsoleEdgeThreshold,
|
|
//
|
|
// Only used on FXAA Console.
|
|
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
|
|
// It is here now to allow easier tuning.
|
|
// Trims the algorithm from processing darks.
|
|
// The console setting has a different mapping than the quality setting.
|
|
// This only applies when FXAA_EARLY_EXIT is 1.
|
|
// This does not apply to PS3,
|
|
// PS3 was simplified to avoid more shader instructions.
|
|
// 0.06 - faster but more aliasing in darks
|
|
// 0.05 - default
|
|
// 0.04 - slower and less aliasing in darks
|
|
// Special notes when using FXAA_GREEN_AS_LUMA,
|
|
// Likely want to set this to zero.
|
|
// As colors that are mostly not-green
|
|
// will appear very dark in the green channel!
|
|
// Tune by looking at mostly non-green content,
|
|
// then start at zero and increase until aliasing is a problem.
|
|
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
|
//
|
|
// Extra constants for 360 FXAA Console only.
|
|
// Use zeros or anything else for other platforms.
|
|
// These must be in physical constant registers and NOT immedates.
|
|
// Immedates will result in compiler un-optimizing.
|
|
// {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
|
|
FxaaFloat4 fxaaConsole360ConstDir
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
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
|
|
}
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
vec4 mainImage(vec2 fragCoord)
|
|
{
|
|
vec2 rcpFrame = 1./invResolution_data.xy;
|
|
vec2 uv2 = fragCoord.xy / invResolution_data.xy;
|
|
|
|
float fxaaQualitySubpix = 0.75; // [0..1], default 0.75
|
|
float fxaaQualityEdgeThreshold = 0.166; // [0.125..0.33], default 0.166
|
|
float fxaaQualityEdgeThresholdMin = 0.02;//0.0625; // ?
|
|
vec4 dummy4 = vec4(0.0,0.0,0.0,0.0);
|
|
float dummy1 = 0.0;
|
|
|
|
vec4 col = FxaaPixelShader(uv2, dummy4,
|
|
inputImage, inputImage, inputImage,
|
|
rcpFrame, dummy4, dummy4, dummy4,
|
|
fxaaQualitySubpix, fxaaQualityEdgeThreshold,
|
|
fxaaQualityEdgeThresholdMin,
|
|
dummy1, dummy1, dummy1, dummy4);
|
|
|
|
vec4 fragColor = vec4( col.xyz, 1. );
|
|
|
|
return fragColor;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
for(int j = 0; j < 4; j++)
|
|
{
|
|
ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
|
|
vec4 outColor = mainImage(texelCoord + vec2(0.5));
|
|
imageStore(imgOutput, texelCoord, outColor);
|
|
}
|
|
}
|
|
} |