rjx-mirror/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl

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/*============================================================================
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
------------------------------------------------------------------------------
INTEGRATION CHECKLIST
------------------------------------------------------------------------------
(1.)
In the shader source, setup defines for the desired configuration.
When providing multiple shaders (for different presets),
simply setup the defines differently in multiple files.
Example,
#define FXAA_PC 1
#define FXAA_HLSL_5 1
#define FXAA_QUALITY_PRESET 12
Or,
#define FXAA_360 1
Or,
#define FXAA_PS3 1
Etc.
(2.)
Then include this file,
#include "Fxaa3_11.h"
(3.)
Then call the FXAA pixel shader from within your desired shader.
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
As for FXAA 3.11 all inputs for all shaders are the same
to enable easy porting between platforms.
return FxaaPixelShader(...);
(4.)
Insure pass prior to FXAA outputs RGBL (see next section).
Or use,
#define FXAA_GREEN_AS_LUMA 1
(5.)
Setup engine to provide the following constants
which are used in the FxaaPixelShader() inputs,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
(6.)
Have FXAA vertex shader run as a full screen triangle,
and output "pos" and "fxaaConsolePosPos"
such that inputs in the pixel shader provide,
// {xy} = center of pixel
FxaaFloat2 pos,
// {xy_} = upper left of pixel
// {_zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
(7.)
Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
------------------------------------------------------------------------------
INTEGRATION - RGBL AND COLORSPACE
------------------------------------------------------------------------------
FXAA3 requires RGBL as input unless the following is set,
#define FXAA_GREEN_AS_LUMA 1
In which case the engine uses green in place of luma,
and requires RGB input is in a non-linear colorspace.
RGB should be LDR (low dynamic range).
Specifically do FXAA after tonemapping.
RGB data as returned by a texture fetch can be non-linear,
or linear when FXAA_GREEN_AS_LUMA is not set.
Note an "sRGB format" texture counts as linear,
because the result of a texture fetch is linear data.
Regular "RGBA8" textures in the sRGB colorspace are non-linear.
If FXAA_GREEN_AS_LUMA is not set,
luma must be stored in the alpha channel prior to running FXAA.
This luma should be in a perceptual space (could be gamma 2.0).
Example pass before FXAA where output is gamma 2.0 encoded,
color.rgb = ToneMap(color.rgb); // linear color output
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
return color;
To use FXAA,
color.rgb = ToneMap(color.rgb); // linear color output
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
return color;
Another example where output is linear encoded,
say for instance writing to an sRGB formated render target,
where the render target does the conversion back to sRGB after blending,
color.rgb = ToneMap(color.rgb); // linear color output
return color;
To use FXAA,
color.rgb = ToneMap(color.rgb); // linear color output
color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
return color;
Getting luma correct is required for the algorithm to work correctly.
------------------------------------------------------------------------------
BEING LINEARLY CORRECT?
------------------------------------------------------------------------------
Applying FXAA to a framebuffer with linear RGB color will look worse.
This is very counter intuitive, but happends to be true in this case.
The reason is because dithering artifacts will be more visiable
in a linear colorspace.
------------------------------------------------------------------------------
COMPLEX INTEGRATION
------------------------------------------------------------------------------
Q. What if the engine is blending into RGB before wanting to run FXAA?
A. In the last opaque pass prior to FXAA,
have the pass write out luma into alpha.
Then blend into RGB only.
FXAA should be able to run ok
assuming the blending pass did not any add aliasing.
This should be the common case for particles and common blending passes.
A. Or use FXAA_GREEN_AS_LUMA.
============================================================================*/
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
layout(binding = 1, set = 2) uniform sampler2D inputImage;
layout(binding = 2) uniform invResolution
{
vec2 invResolution_data;
};
#define FXAA_QUALITY_PRESET 12
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_PC 1
#define FXAA_GLSL_130 1
/*============================================================================
INTEGRATION KNOBS
/*==========================================================================*/
#ifndef FXAA_PC
//
// FXAA Quality
// The high quality PC algorithm.
//
#define FXAA_PC 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_120
#define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
#endif
/*==========================================================================*/
#ifndef FXAA_GREEN_AS_LUMA
//
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_EARLY_EXIT
//
// Controls algorithm's early exit path.
// On PS3 turning this ON adds 2 cycles to the shader.
// On 360 turning this OFF adds 10ths of a millisecond to the shader.
// Turning this off on console will result in a more blurry image.
// So this defaults to on.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_EARLY_EXIT 1
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_DISCARD
//
// Only valid for PC OpenGL currently.
// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
//
// 1 = Use discard on pixels which don't need AA.
// For APIs which enable concurrent TEX+ROP from same surface.
// 0 = Return unchanged color on pixels which don't need AA.
//
#define FXAA_DISCARD 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_FAST_PIXEL_OFFSET
//
// Used for GLSL 120 only.
//
// 1 = GL API supports fast pixel offsets
// 0 = do not use fast pixel offsets
//
#ifdef GL_EXT_gpu_shader4
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifndef FXAA_FAST_PIXEL_OFFSET
#define FXAA_FAST_PIXEL_OFFSET 0
#endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GATHER4_ALPHA
//
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#endif
/*============================================================================
FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY_PRESET
//
// Choose the quality preset.
// This needs to be compiled into the shader as it effects code.
// Best option to include multiple presets is to
// in each shader define the preset, then include this file.
//
// OPTIONS
// -----------------------------------------------------------------------
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
// 39 - no dither, very expensive
//
// NOTES
// -----------------------------------------------------------------------
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
// 13 = about same speed as FXAA 3.9 and better than 12
// 23 = closest to FXAA 3.9 visually and performance wise
// _ = the lowest digit is directly related to performance
// _ = the highest digit is directly related to style
//
#define FXAA_QUALITY_PRESET 12
#endif
/*============================================================================
FXAA QUALITY - PRESETS
============================================================================*/
/*============================================================================
FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*============================================================================
FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#endif
/*--------------------------------------------------------------------------*/
#if (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
#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);
}
}
}