2127 lines
88 KiB
HLSL
2127 lines
88 KiB
HLSL
//----------------------------------------------------------------------------------
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// This file was obatined from: https://github.com/hghdev/NVIDIAGameWorks-GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h
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//
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// Modifications to this file done by Unity for use with the Universal RP:
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// * Added the middle pixel's color as a parameter to the FXAA fragment function
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// for both the 'FXAA_PC == 1' and 'FXAA_PC_CONSOLE == 1' variants
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// (to avoid resampling it during FXAA as we already have it by then)
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// * Changed the 'FXAA_GREEN_AS_LUMA == 0' code-path to compute Luma from sRGB
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// (as we don't pre-store luma in the w component of the input texture)
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// * Changed the FxaaTex* defines to use URP's platform agnostic sampling macros
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// * Removed PS3 "#pragma" directives as they are irrelevant for us and were causing warnings
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// File: es3-kepler\FXAA/FXAA3_11.h
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// SDK Version: v3.00
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// Email: gameworks@nvidia.com
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// Site: http://developer.nvidia.com/
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//
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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/*============================================================================
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NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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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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/*============================================================================
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INTEGRATION KNOBS
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============================================================================*/
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//
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// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
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// FXAA_360_OPT is a prototype for the new optimized 360 version.
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//
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// 1 = Use API.
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// 0 = Don't use API.
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//
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PS3
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#define FXAA_PS3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360
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#define FXAA_360 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360_OPT
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#define FXAA_360_OPT 0
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#endif
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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_PC_CONSOLE
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//
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// The console algorithm for PC is included
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// for developers targeting really low spec machines.
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// Likely better to just run FXAA_PC, and use a really low preset.
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//
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#define FXAA_PC_CONSOLE 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_HLSL_3
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#define FXAA_HLSL_3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_4
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#define FXAA_HLSL_4 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_5
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#define FXAA_HLSL_5 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 CONSOLE PS3 - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
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//
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// Consoles the sharpness of edges on PS3 only.
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// Non-PS3 tuning is done with shader input.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 8.0 is sharper
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// 4.0 is softer
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// 2.0 is really soft (good for vector graphics inputs)
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//
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#if 1
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
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#endif
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#if 0
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
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#endif
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#if 0
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#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
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//
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// Only effects PS3.
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// Non-PS3 tuning is done with shader input.
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//
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// The minimum amount of local contrast required to apply algorithm.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 0.25 and 0.125.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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//
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// 0.125 leaves less aliasing, but is softer
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// 0.25 leaves more aliasing, and is sharper
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//
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#if 1
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#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
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#else
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#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
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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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/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 15)
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|
#define FXAA_QUALITY__PS 8
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#define FXAA_QUALITY__P0 1.0
|
|
#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
|
|
#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
|
|
============================================================================*/
|
|
#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
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
|
|
#define FxaaInt2 float2
|
|
#define FxaaTex sampler2D
|
|
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
|
|
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_4 == 1)
|
|
#define FxaaInt2 int2
|
|
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_HLSL_5 == 1)
|
|
#define FxaaInt2 int2
|
|
struct FxaaTex { SamplerState smpl; TEXTURE2D_X(tex); };
|
|
#define FxaaTexTop(t, p) SAMPLE_TEXTURE2D_X_LOD(t.tex, t.smpl, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) SAMPLE_TEXTURE2D_X_LOD(t.tex, t.smpl, p+o*r, 0.0)
|
|
//#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
|
|
//#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
|
|
//#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
|
|
//#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
|
|
#endif
|
|
|
|
|
|
/*============================================================================
|
|
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
|
============================================================================*/
|
|
|
|
FxaaFloat2 g_fxaaHDROutputPaperWhiteNits = 0.0.xx;
|
|
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba)
|
|
{
|
|
#if FXAA_PC && defined(HDR_INPUT)
|
|
// The pixel values we have are already tonemapped but in the range [0, 10000] nits. To run FXAA properly, we need to convert them
|
|
// to a SDR range [0; 1]. Since the tonemapped values are not evenly distributed and mostly close to the paperWhite nits value, we can
|
|
// normalize by paperWhite to get most of the scene in [0; 1] range. For the remaining pixels, we can use the FastTonemap() to remap
|
|
// them to [0, 1] range.
|
|
rgba.xyz = FastTonemap(rgba.xyz * g_fxaaHDROutputPaperWhiteNits.y);
|
|
return dot(rgba.xyz, FxaaFloat3(0.299, 0.587, 0.114));
|
|
#else
|
|
return dot(rgba.xyz, FxaaFloat3(0.299, 0.587, 0.114));
|
|
#endif
|
|
}
|
|
#else
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba)
|
|
{
|
|
#if FXAA_PC && defined(HDR_INPUT)
|
|
return FastTonemapPerChannel(rgba.y * g_fxaaHDROutputPaperWhiteNits.y);
|
|
#else
|
|
return rgba.y;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
#if (FXAA_PC == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 FxaaPixelShader(
|
|
//
|
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
|
// {xy} = center of pixel
|
|
FxaaFloat2 pos,
|
|
//
|
|
// Reuse the center sample as it's already available
|
|
// {rgb_} = the color of the center pixel (alpha won't be used)
|
|
FxaaFloat4 rgbyM,
|
|
//
|
|
// 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,
|
|
//
|
|
// PaperWhite and 1/PaperWhite in nits when the input/output are in HDR range.
|
|
FxaaFloat2 fxaaHDROutputPaperWhiteNits
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
g_fxaaHDROutputPaperWhiteNits = fxaaHDROutputPaperWhiteNits;
|
|
|
|
FxaaFloat2 posM;
|
|
posM.x = pos.x;
|
|
posM.y = pos.y;
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
#if (FXAA_DISCARD == 0)
|
|
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
|
#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)
|
|
FxaaFloat 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
|
|
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
|
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;
|
|
|
|
FxaaFloat4 ret;
|
|
#if (FXAA_DISCARD == 1)
|
|
ret = FxaaTexTop(tex, posM);
|
|
#else
|
|
ret = FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
|
#endif
|
|
|
|
return ret;
|
|
}
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - PC VERSION
|
|
|
|
------------------------------------------------------------------------------
|
|
Instead of using this on PC, I'd suggest just using FXAA Quality with
|
|
#define FXAA_QUALITY__PRESET 10
|
|
Or
|
|
#define FXAA_QUALITY__PRESET 20
|
|
Either are higher qualilty and almost as fast as this on modern PC GPUs.
|
|
============================================================================*/
|
|
#if (FXAA_PC_CONSOLE == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 FxaaPixelShader(
|
|
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
|
FxaaFloat2 pos,
|
|
FxaaFloat4 rgbyM,
|
|
FxaaFloat4 fxaaConsolePosPos,
|
|
FxaaTex tex,
|
|
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
|
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
|
FxaaFloat2 fxaaQualityRcpFrame,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
|
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
|
FxaaFloat fxaaQualitySubpix,
|
|
FxaaFloat fxaaQualityEdgeThreshold,
|
|
FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
FxaaFloat fxaaConsoleEdgeSharpness,
|
|
FxaaFloat fxaaConsoleEdgeThreshold,
|
|
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
|
FxaaFloat4 fxaaConsole360ConstDir,
|
|
FxaaFloat2 fxaaHDROutputPaperWhiteNits
|
|
) {
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
#ifdef HDR_INPUT
|
|
// The pixel values we have are already tonemapped but in the range [0, 10000] nits. To run FXAA properly, we need to convert them
|
|
// to a SDR range [0; 1]. Since the tonemapped values are not evenly distributed and mostly close to the paperWhite nits value, we can
|
|
// normalize by paperWhite to get most of the scene in [0; 1] range. For the remaining pixels, we can use the FastTonemap() to remap
|
|
// them to [0, 1] range.
|
|
FxaaFloat4 colorNw = FxaaTexTop(tex, fxaaConsolePosPos.xy);
|
|
FxaaFloat4 colorSw = FxaaTexTop(tex, fxaaConsolePosPos.xw);
|
|
FxaaFloat4 colorNe = FxaaTexTop(tex, fxaaConsolePosPos.zy);
|
|
FxaaFloat4 colorSe = FxaaTexTop(tex, fxaaConsolePosPos.zw);
|
|
FxaaFloat4 rgbyM_tmp = rgbyM;
|
|
colorNw.xyz = FastTonemap(colorNw.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
colorSw.xyz = FastTonemap(colorSw.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
colorNe.xyz = FastTonemap(colorNe.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
colorSe.xyz = FastTonemap(colorSe.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
rgbyM_tmp.xyz = FastTonemap(rgbyM_tmp.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
FxaaFloat lumaNw = FxaaLuma(colorNw);
|
|
FxaaFloat lumaSw = FxaaLuma(colorSw);
|
|
FxaaFloat lumaNe = FxaaLuma(colorNe);
|
|
FxaaFloat lumaSe = FxaaLuma(colorSe);
|
|
FxaaFloat lumaM = FxaaLuma(rgbyM_tmp);
|
|
#else
|
|
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
|
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
|
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
|
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
|
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
|
#endif
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
|
lumaNe += 1.0/384.0;
|
|
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
|
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
|
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
|
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
|
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
|
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
|
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
|
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
|
if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat2 dir;
|
|
dir.x = dirSwMinusNe + dirSeMinusNw;
|
|
dir.y = dirSwMinusNe - dirSeMinusNw;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat2 dir1 = normalize(dir.xy);
|
|
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
|
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
|
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
|
|
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
|
|
#ifdef HDR_INPUT
|
|
rgbyN1.xyz = FastTonemap(rgbyN1.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
rgbyP1.xyz = FastTonemap(rgbyP1.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
rgbyN2.xyz = FastTonemap(rgbyN2.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
rgbyP2.xyz = FastTonemap(rgbyP2.xyz * fxaaHDROutputPaperWhiteNits.y);
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
|
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
FxaaBool twoTap = (FxaaLuma(rgbyB) < lumaMin) || (FxaaLuma(rgbyB) > lumaMax);
|
|
#else
|
|
FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
|
|
#endif
|
|
if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
|
|
#ifdef HDR_INPUT
|
|
rgbyB.xyz = FastTonemapInvert(rgbyB.xyz) * fxaaHDROutputPaperWhiteNits.x;
|
|
#endif
|
|
return rgbyB; }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - 360 PIXEL SHADER
|
|
|
|
------------------------------------------------------------------------------
|
|
This optimized version thanks to suggestions from Andy Luedke.
|
|
Should be fully tex bound in all cases.
|
|
As of the FXAA 3.11 release, I have still not tested this code,
|
|
however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
|
|
And note this is replacing the old unoptimized version.
|
|
If it does not work, please let me know so I can fix it.
|
|
============================================================================*/
|
|
#if (FXAA_360 == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
[reduceTempRegUsage(4)]
|
|
float4 FxaaPixelShader(
|
|
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
|
FxaaFloat2 pos,
|
|
FxaaFloat4 fxaaConsolePosPos,
|
|
FxaaTex tex,
|
|
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
|
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
|
FxaaFloat2 fxaaQualityRcpFrame,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
|
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
|
FxaaFloat fxaaQualitySubpix,
|
|
FxaaFloat fxaaQualityEdgeThreshold,
|
|
FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
FxaaFloat fxaaConsoleEdgeSharpness,
|
|
FxaaFloat fxaaConsoleEdgeThreshold,
|
|
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
|
FxaaFloat4 fxaaConsole360ConstDir,
|
|
FxaaFloat2 fxaaHDROutputPaperWhiteNits
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 lumaNwNeSwSe;
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
asm {
|
|
tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
|
|
};
|
|
#else
|
|
asm {
|
|
tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
|
|
tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
|
|
};
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
lumaNwNeSwSe.y += 1.0/384.0;
|
|
float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
|
float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
|
float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
|
|
float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
float lumaMinM = min(lumaMin, rgbyM.w);
|
|
float lumaMaxM = max(lumaMax, rgbyM.w);
|
|
#else
|
|
float lumaMinM = min(lumaMin, rgbyM.y);
|
|
float lumaMaxM = max(lumaMax, rgbyM.y);
|
|
#endif
|
|
if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
|
|
/*--------------------------------------------------------------------------*/
|
|
float2 dir;
|
|
dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
|
|
dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
|
|
dir = normalize(dir);
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 dir2;
|
|
float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
|
|
dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
|
|
dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
|
|
float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
|
|
float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
|
|
float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 rgbyA = rgbyN1 + rgbyP1;
|
|
float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB;
|
|
rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA;
|
|
return rgbyR; }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
|
|
|
|
==============================================================================
|
|
The code below does not exactly match the assembly.
|
|
I have a feeling that 12 cycles is possible, but was not able to get there.
|
|
Might have to increase register count to get full performance.
|
|
Note this shader does not use perspective interpolation.
|
|
|
|
Use the following cgc options,
|
|
|
|
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
|
|
|
------------------------------------------------------------------------------
|
|
NVSHADERPERF OUTPUT
|
|
------------------------------------------------------------------------------
|
|
For reference and to aid in debug, output of NVShaderPerf should match this,
|
|
|
|
Shader to schedule:
|
|
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
|
2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
|
4: texpkb h0.w(TRUE), v5.xwxx, #0
|
|
6: addh h0.z(TRUE), -h2, h0.w
|
|
7: texpkb h1.w(TRUE), v5, #0
|
|
9: addh h0.x(TRUE), h0.z, -h1.w
|
|
10: addh h3.w(TRUE), h0.z, h1
|
|
11: texpkb h2.w(TRUE), v5.zwzz, #0
|
|
13: addh h0.z(TRUE), h3.w, -h2.w
|
|
14: addh h0.x(TRUE), h2.w, h0
|
|
15: nrmh h1.xz(TRUE), h0_n
|
|
16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
|
|
17: maxh h4.w(TRUE), h0, h1
|
|
18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
|
|
19: movr r1.zw(TRUE), v4.xxxy
|
|
20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
|
|
22: minh h5.w(TRUE), h0, h1
|
|
23: texpkb h0(TRUE), r2.xzxx, #0
|
|
25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
|
|
27: maxh h4.x(TRUE), h2.z, h2.w
|
|
28: texpkb h1(TRUE), r0.zwzz, #0
|
|
30: addh_d2 h1(TRUE), h0, h1
|
|
31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
33: texpkb h0(TRUE), r0, #0
|
|
35: minh h4.z(TRUE), h2, h2.w
|
|
36: fenct TRUE
|
|
37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
39: texpkb h2(TRUE), r1, #0
|
|
41: addh_d2 h0(TRUE), h0, h2
|
|
42: maxh h2.w(TRUE), h4, h4.x
|
|
43: minh h2.x(TRUE), h5.w, h4.z
|
|
44: addh_d2 h0(TRUE), h0, h1
|
|
45: slth h2.x(TRUE), h0.w, h2
|
|
46: sgth h2.w(TRUE), h0, h2
|
|
47: movh h0(TRUE), h0
|
|
48: addx.c0 rc(TRUE), h2, h2.w
|
|
49: movh h0(c0.NE.x), h1
|
|
|
|
IPU0 ------ Simplified schedule: --------
|
|
Pass | Unit | uOp | PC: Op
|
|
-----+--------+------+-------------------------
|
|
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
|
|
| | |
|
|
2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
|
|
| | |
|
|
3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
|
| TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
|
| SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
|
|
| SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
|
|
| | |
|
|
4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
|
|
| SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
|
|
| | |
|
|
5 | SCT1 | mov | 15: NRMh h1.xz, h0;
|
|
| SRB | nrm | 15: NRMh h1.xz, h0;
|
|
| SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
|
|
| SCB1 | max | 17: MAXh h4.w, h0, h1;
|
|
| | |
|
|
6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
|
|
| SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
|
|
| SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
|
|
| SCB1 | min | 22: MINh h5.w, h0, h1;
|
|
| | |
|
|
7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
|
| TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
|
| SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
|
|
| SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
|
|
| | |
|
|
8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
|
|
| | |
|
|
9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
|
|
| TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
|
|
| SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
|
|
| | |
|
|
10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
|
|
| TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
|
|
| SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
|
|
| | |
|
|
11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
|
|
| SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
|
|
| SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
|
|
| | |
|
|
12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
|
|
| SCT1 | set | 46: SGTh h2.w, h0, h2;
|
|
| SCB0/1 | mul | 47: MOVh h0, h0;
|
|
| | |
|
|
13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
|
|
| SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
|
|
|
|
Pass SCT TEX SCB
|
|
1: 0% 100% 25%
|
|
2: 0% 100% 25%
|
|
3: 0% 100% 50%
|
|
4: 0% 100% 50%
|
|
5: 0% 0% 50%
|
|
6: 100% 0% 75%
|
|
7: 0% 100% 75%
|
|
8: 0% 100% 100%
|
|
9: 0% 100% 25%
|
|
10: 0% 100% 100%
|
|
11: 50% 0% 100%
|
|
12: 50% 0% 100%
|
|
13: 25% 0% 100%
|
|
|
|
MEAN: 17% 61% 67%
|
|
|
|
Pass SCT0 SCT1 TEX SCB0 SCB1
|
|
1: 0% 0% 100% 0% 100%
|
|
2: 0% 0% 100% 0% 100%
|
|
3: 0% 0% 100% 100% 100%
|
|
4: 0% 0% 100% 100% 100%
|
|
5: 0% 0% 0% 100% 100%
|
|
6: 100% 100% 0% 100% 100%
|
|
7: 0% 0% 100% 100% 100%
|
|
8: 0% 0% 100% 100% 100%
|
|
9: 0% 0% 100% 0% 100%
|
|
10: 0% 0% 100% 100% 100%
|
|
11: 100% 100% 0% 100% 100%
|
|
12: 100% 100% 0% 100% 100%
|
|
13: 100% 0% 0% 100% 100%
|
|
|
|
MEAN: 30% 23% 61% 76% 100%
|
|
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
|
|
Results 13 cycles, 3 r regs, 923,076,923 pixels/s
|
|
============================================================================*/
|
|
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
|
|
/*--------------------------------------------------------------------------*/
|
|
/*==========================================================================*/
|
|
half4 FxaaPixelShader(
|
|
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
|
FxaaFloat2 pos,
|
|
FxaaFloat4 fxaaConsolePosPos,
|
|
FxaaTex tex,
|
|
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
|
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
|
FxaaFloat2 fxaaQualityRcpFrame,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
|
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
|
FxaaFloat fxaaQualitySubpix,
|
|
FxaaFloat fxaaQualityEdgeThreshold,
|
|
FxaaFloat fxaaQualityEdgeThresholdMin,
|
|
FxaaFloat fxaaConsoleEdgeSharpness,
|
|
FxaaFloat fxaaConsoleEdgeThreshold,
|
|
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
|
FxaaFloat4 fxaaConsole360ConstDir,
|
|
FxaaFloat2 fxaaHDROutputPaperWhiteNits
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
// (1)
|
|
half4 dir;
|
|
half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
lumaNe.w += half(1.0/512.0);
|
|
dir.x = -lumaNe.w;
|
|
dir.z = -lumaNe.w;
|
|
#else
|
|
lumaNe.y += half(1.0/512.0);
|
|
dir.x = -lumaNe.y;
|
|
dir.z = -lumaNe.y;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (2)
|
|
half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
dir.x += lumaSw.w;
|
|
dir.z += lumaSw.w;
|
|
#else
|
|
dir.x += lumaSw.y;
|
|
dir.z += lumaSw.y;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (3)
|
|
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
dir.x -= lumaNw.w;
|
|
dir.z += lumaNw.w;
|
|
#else
|
|
dir.x -= lumaNw.y;
|
|
dir.z += lumaNw.y;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (4)
|
|
half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
dir.x += lumaSe.w;
|
|
dir.z -= lumaSe.w;
|
|
#else
|
|
dir.x += lumaSe.y;
|
|
dir.z -= lumaSe.y;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (5)
|
|
half4 dir1_pos;
|
|
dir1_pos.xy = normalize(dir.xyz).xz;
|
|
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (6)
|
|
half4 dir2_pos;
|
|
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
|
|
dir1_pos.zw = pos.xy;
|
|
dir2_pos.zw = pos.xy;
|
|
half4 temp1N;
|
|
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (7)
|
|
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
|
half4 rgby1;
|
|
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (8)
|
|
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
|
rgby1 = (temp1N + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (9)
|
|
half4 temp2N;
|
|
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
|
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
|
/*--------------------------------------------------------------------------*/
|
|
// (10)
|
|
half4 rgby2;
|
|
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
|
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
|
rgby2 = (temp2N + rgby2) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (11)
|
|
// compilier moves these scalar ops up to other cycles
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
|
|
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
|
|
#else
|
|
half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
|
|
half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
|
|
#endif
|
|
rgby2 = (rgby2 + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (12)
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
bool twoTapLt = rgby2.w < lumaMin;
|
|
bool twoTapGt = rgby2.w > lumaMax;
|
|
#else
|
|
bool twoTapLt = rgby2.y < lumaMin;
|
|
bool twoTapGt = rgby2.y > lumaMax;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (13)
|
|
if(twoTapLt || twoTapGt) rgby2 = rgby1;
|
|
/*--------------------------------------------------------------------------*/
|
|
return rgby2; }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
|
|
|
|
==============================================================================
|
|
The code mostly matches the assembly.
|
|
I have a feeling that 14 cycles is possible, but was not able to get there.
|
|
Might have to increase register count to get full performance.
|
|
Note this shader does not use perspective interpolation.
|
|
|
|
Use the following cgc options,
|
|
|
|
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
|
|
|
Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
|
|
Will look at fixing this for FXAA 3.12.
|
|
------------------------------------------------------------------------------
|
|
NVSHADERPERF OUTPUT
|
|
------------------------------------------------------------------------------
|
|
For reference and to aid in debug, output of NVShaderPerf should match this,
|
|
|
|
Shader to schedule:
|
|
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
|
2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
|
4: texpkb h1.w(TRUE), v5.xwxx, #0
|
|
6: addh h0.x(TRUE), h1.w, -h2.y
|
|
7: texpkb h2.w(TRUE), v5.zwzz, #0
|
|
9: minh h4.w(TRUE), h2.y, h2
|
|
10: maxh h5.x(TRUE), h2.y, h2.w
|
|
11: texpkb h0.w(TRUE), v5, #0
|
|
13: addh h3.w(TRUE), -h0, h0.x
|
|
14: addh h0.x(TRUE), h0.w, h0
|
|
15: addh h0.z(TRUE), -h2.w, h0.x
|
|
16: addh h0.x(TRUE), h2.w, h3.w
|
|
17: minh h5.y(TRUE), h0.w, h1.w
|
|
18: nrmh h2.xz(TRUE), h0_n
|
|
19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
|
|
20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
|
|
21: movr r1.zw(TRUE), v4.xxxy
|
|
22: maxh h2.w(TRUE), h0, h1
|
|
23: fenct TRUE
|
|
24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
|
26: texpkb h0(TRUE), r0, #0
|
|
28: maxh h5.x(TRUE), h2.w, h5
|
|
29: minh h5.w(TRUE), h5.y, h4
|
|
30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
|
32: texpkb h2(TRUE), r1, #0
|
|
34: addh_d2 h2(TRUE), h0, h2
|
|
35: texpkb h1(TRUE), v4, #0
|
|
37: maxh h5.y(TRUE), h5.x, h1.w
|
|
38: minh h4.w(TRUE), h1, h5
|
|
39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
41: texpkb h0(TRUE), r0, #0
|
|
43: addh_m8 h5.z(TRUE), h5.y, -h4.w
|
|
44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
46: texpkb h3(TRUE), r2, #0
|
|
48: addh_d2 h0(TRUE), h0, h3
|
|
49: addh_d2 h3(TRUE), h0, h2
|
|
50: movh h0(TRUE), h3
|
|
51: slth h3.x(TRUE), h3.w, h5.w
|
|
52: sgth h3.w(TRUE), h3, h5.x
|
|
53: addx.c0 rc(TRUE), h3.x, h3
|
|
54: slth.c0 rc(TRUE), h5.z, h5
|
|
55: movh h0(c0.NE.w), h2
|
|
56: movh h0(c0.NE.x), h1
|
|
|
|
IPU0 ------ Simplified schedule: --------
|
|
Pass | Unit | uOp | PC: Op
|
|
-----+--------+------+-------------------------
|
|
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
|
|
| | |
|
|
2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
|
|
| | |
|
|
3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
|
|
| SCB1 | min | 9: MINh h4.w, h2.---y, h2;
|
|
| | |
|
|
4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
|
| TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
|
| SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
|
|
| SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
|
|
| | |
|
|
5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
|
|
| SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
|
|
| SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
|
|
| | |
|
|
6 | SCT1 | mov | 18: NRMh h2.xz, h0;
|
|
| SRB | nrm | 18: NRMh h2.xz, h0;
|
|
| SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
|
|
| | |
|
|
7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
|
|
| SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
|
|
| SCB1 | max | 22: MAXh h2.w, h0, h1;
|
|
| | |
|
|
8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
|
|
| SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
|
|
| TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
|
|
| SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
|
|
| SCB1 | min | 29: MINh h5.w, h5.---y, h4;
|
|
| | |
|
|
9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
|
|
| SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
|
|
| TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
|
|
| | |
|
|
10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
|
| TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
|
| SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
|
|
| SCB1 | min | 38: MINh h4.w, h1, h5;
|
|
| | |
|
|
11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
|
|
| TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
|
|
| SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
|
|
| SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
|
|
| | |
|
|
12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
|
|
| TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
|
|
| | |
|
|
13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
|
|
| SCB0/1 | mul | 50: MOVh h0, h3;
|
|
| | |
|
|
14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
|
|
| SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
|
|
| SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
|
|
| SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
|
|
| | |
|
|
15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
|
|
| SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
|
|
|
|
Pass SCT TEX SCB
|
|
1: 0% 100% 25%
|
|
2: 0% 100% 25%
|
|
3: 0% 100% 50%
|
|
4: 0% 100% 50%
|
|
5: 50% 0% 25%
|
|
6: 0% 0% 25%
|
|
7: 100% 0% 25%
|
|
8: 0% 100% 50%
|
|
9: 0% 100% 100%
|
|
10: 0% 100% 50%
|
|
11: 0% 100% 75%
|
|
12: 0% 100% 100%
|
|
13: 100% 0% 100%
|
|
14: 50% 0% 50%
|
|
15: 100% 0% 100%
|
|
|
|
MEAN: 26% 60% 56%
|
|
|
|
Pass SCT0 SCT1 TEX SCB0 SCB1
|
|
1: 0% 0% 100% 100% 0%
|
|
2: 0% 0% 100% 100% 0%
|
|
3: 0% 0% 100% 100% 100%
|
|
4: 0% 0% 100% 100% 100%
|
|
5: 100% 100% 0% 100% 0%
|
|
6: 0% 0% 0% 0% 100%
|
|
7: 100% 100% 0% 0% 100%
|
|
8: 0% 0% 100% 100% 100%
|
|
9: 0% 0% 100% 100% 100%
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10: 0% 0% 100% 100% 100%
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11: 0% 0% 100% 100% 100%
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12: 0% 0% 100% 100% 100%
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13: 100% 100% 0% 100% 100%
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14: 100% 100% 0% 100% 100%
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15: 100% 100% 0% 100% 100%
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|
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MEAN: 33% 33% 60% 86% 80%
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Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
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Results 15 cycles, 3 r regs, 800,000,000 pixels/s
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============================================================================*/
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#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
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/*--------------------------------------------------------------------------*/
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/*==========================================================================*/
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half4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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FxaaFloat2 pos,
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FxaaFloat4 fxaaConsolePosPos,
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FxaaTex tex,
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FxaaTex fxaaConsole360TexExpBiasNegOne,
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FxaaTex fxaaConsole360TexExpBiasNegTwo,
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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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FxaaFloat2 fxaaHDROutputPaperWhiteNits
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) {
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/*--------------------------------------------------------------------------*/
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// (1)
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half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
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#if (FXAA_GREEN_AS_LUMA == 0)
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half lumaNe = rgbyNe.w + half(1.0/512.0);
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#else
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half lumaNe = rgbyNe.y + half(1.0/512.0);
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#endif
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/*--------------------------------------------------------------------------*/
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// (2)
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half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
|
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#if (FXAA_GREEN_AS_LUMA == 0)
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half lumaSwNegNe = lumaSw.w - lumaNe;
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#else
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half lumaSwNegNe = lumaSw.y - lumaNe;
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#endif
|
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/*--------------------------------------------------------------------------*/
|
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// (3)
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half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
|
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#if (FXAA_GREEN_AS_LUMA == 0)
|
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half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
|
|
half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
|
|
#else
|
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half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
|
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half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
|
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#endif
|
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/*--------------------------------------------------------------------------*/
|
|
// (4)
|
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half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
|
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#if (FXAA_GREEN_AS_LUMA == 0)
|
|
half dirZ = lumaNw.w + lumaSwNegNe;
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|
half dirX = -lumaNw.w + lumaSwNegNe;
|
|
#else
|
|
half dirZ = lumaNw.y + lumaSwNegNe;
|
|
half dirX = -lumaNw.y + lumaSwNegNe;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (5)
|
|
half3 dir;
|
|
dir.y = 0.0;
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
dir.x = lumaSe.w + dirX;
|
|
dir.z = -lumaSe.w + dirZ;
|
|
half lumaMinNeSe = min(lumaNe, lumaSe.w);
|
|
#else
|
|
dir.x = lumaSe.y + dirX;
|
|
dir.z = -lumaSe.y + dirZ;
|
|
half lumaMinNeSe = min(lumaNe, lumaSe.y);
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (6)
|
|
half4 dir1_pos;
|
|
dir1_pos.xy = normalize(dir).xz;
|
|
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (7)
|
|
half4 dir2_pos;
|
|
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
|
|
dir1_pos.zw = pos.xy;
|
|
dir2_pos.zw = pos.xy;
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
half lumaMaxNeSe = max(lumaNe, lumaSe.w);
|
|
#else
|
|
half lumaMaxNeSe = max(lumaNe, lumaSe.y);
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (8)
|
|
half4 temp1N;
|
|
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
|
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
|
half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
|
|
half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (9)
|
|
half4 rgby1;
|
|
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
|
|
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
|
rgby1 = (temp1N + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (10)
|
|
half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
half lumaMaxM = max(lumaMax, rgbyM.w);
|
|
half lumaMinM = min(lumaMin, rgbyM.w);
|
|
#else
|
|
half lumaMaxM = max(lumaMax, rgbyM.y);
|
|
half lumaMinM = min(lumaMin, rgbyM.y);
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
// (11)
|
|
half4 temp2N;
|
|
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
|
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
|
half4 rgby2;
|
|
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
|
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (12)
|
|
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
|
rgby2 = (temp2N + rgby2) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (13)
|
|
rgby2 = (rgby2 + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (14)
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
bool twoTapLt = rgby2.w < lumaMin;
|
|
bool twoTapGt = rgby2.w > lumaMax;
|
|
#else
|
|
bool twoTapLt = rgby2.y < lumaMin;
|
|
bool twoTapGt = rgby2.y > lumaMax;
|
|
#endif
|
|
bool earlyExit = lumaRangeM < lumaMax;
|
|
bool twoTap = twoTapLt || twoTapGt;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (15)
|
|
if(twoTap) rgby2 = rgby1;
|
|
if(earlyExit) rgby2 = rgbyM;
|
|
/*--------------------------------------------------------------------------*/
|
|
return rgby2; }
|
|
/*==========================================================================*/
|
|
#endif
|