678 lines
30 KiB
GLSL
678 lines
30 KiB
GLSL
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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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/* BLENDER MODIFICATIONS:
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*
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* - (#B1#) Compute luma on the fly using BT. 709 luma function
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* - (#B2#) main function instead of #include, due to lack of
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* ARB_shading_language_include in 3.3
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* - (#B3#) version and extension directives
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* - removed "FXAA Console" algorithm support and shader parameters
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* - removed HLSL support shims
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* - (#B4#) change luma sampling to compute, not use A channel
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* (this also removes GATHER4_ALPHA support)
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* - removed all the console shaders (only remaining algorithm is "FXAA PC
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* Quality")
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*
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* Note that this file doesn't follow the coding style guidelines.
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*/
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/*============================================================================
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FXAA QUALITY - TUNING KNOBS
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------------------------------------------------------------------------------
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NOTE the other tuning knobs are now in the shader function inputs!
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============================================================================*/
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#ifndef FXAA_QUALITY__PRESET
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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#define FXAA_QUALITY__PRESET 12
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#endif
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/*============================================================================
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FXAA QUALITY - PRESETS
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============================================================================*/
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/*============================================================================
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FXAA QUALITY - MEDIUM DITHER PRESETS
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============================================================================*/
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#if (FXAA_QUALITY__PRESET == 10)
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#define FXAA_QUALITY__PS 3
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#define FXAA_QUALITY__P0 1.5
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#define FXAA_QUALITY__P1 3.0
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#define FXAA_QUALITY__P2 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 11)
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#define FXAA_QUALITY__PS 4
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 3.0
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#define FXAA_QUALITY__P3 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 12)
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#define FXAA_QUALITY__PS 5
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 4.0
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#define FXAA_QUALITY__P4 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 13)
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#define FXAA_QUALITY__PS 6
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 4.0
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#define FXAA_QUALITY__P5 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 14)
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#define FXAA_QUALITY__PS 7
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 4.0
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#define FXAA_QUALITY__P6 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 15)
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#define FXAA_QUALITY__PS 8
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 4.0
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#define FXAA_QUALITY__P7 12.0
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#endif
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/*============================================================================
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FXAA QUALITY - LOW DITHER PRESETS
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============================================================================*/
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#if (FXAA_QUALITY__PRESET == 20)
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#define FXAA_QUALITY__PS 3
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#define FXAA_QUALITY__P0 1.5
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#define FXAA_QUALITY__P1 2.0
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#define FXAA_QUALITY__P2 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 21)
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#define FXAA_QUALITY__PS 4
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 22)
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#define FXAA_QUALITY__PS 5
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 23)
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#define FXAA_QUALITY__PS 6
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 24)
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#define FXAA_QUALITY__PS 7
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 3.0
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#define FXAA_QUALITY__P6 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 25)
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#define FXAA_QUALITY__PS 8
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 4.0
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#define FXAA_QUALITY__P7 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 26)
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#define FXAA_QUALITY__PS 9
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 4.0
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#define FXAA_QUALITY__P8 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 27)
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#define FXAA_QUALITY__PS 10
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 4.0
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#define FXAA_QUALITY__P9 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 28)
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#define FXAA_QUALITY__PS 11
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 4.0
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#define FXAA_QUALITY__P10 8.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 29)
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#define FXAA_QUALITY__PS 12
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#endif
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/*============================================================================
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FXAA QUALITY - EXTREME QUALITY
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============================================================================*/
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#if (FXAA_QUALITY__PRESET == 39)
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#define FXAA_QUALITY__PS 12
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.0
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#define FXAA_QUALITY__P2 1.0
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#define FXAA_QUALITY__P3 1.0
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#define FXAA_QUALITY__P4 1.0
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#define FXAA_QUALITY__P5 1.5
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#endif
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#ifdef FXAA_ALPHA
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0).aaaa
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o).aaaa
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#define FxaaLuma(rgba) rgba.a
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#else
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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/* (#B1#) */
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float FxaaLuma(vec4 rgba) {
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// note: sqrt because the sampled colors are in a linear colorspace!
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// this approximates a perceptual conversion, which is good enough for the
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// algorithm
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return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
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}
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#endif
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/*============================================================================
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FXAA3 QUALITY - PC
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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vec4 FxaaPixelShader(
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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vec2 pos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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sampler2D tex,
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//
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// Only used on FXAA Quality.
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// This must be from a constant/uniform.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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vec2 fxaaQualityRcpFrame,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__SUBPIX define.
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// It is here now to allow easier tuning.
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// Choose the amount of sub-pixel aliasing removal.
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// This can effect sharpness.
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// 1.00 - upper limit (softer)
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// 0.75 - default amount of filtering
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// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
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// 0.25 - almost off
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// 0.00 - completely off
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float fxaaQualitySubpix,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
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// 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)
|
||
|
|
float 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)
|
||
|
|
float fxaaQualityEdgeThresholdMin
|
||
|
|
) {
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
vec2 posM;
|
||
|
|
posM.x = pos.x;
|
||
|
|
posM.y = pos.y;
|
||
|
|
vec4 rgbyM = FxaaTexTop(tex, posM);
|
||
|
|
float lumaM = FxaaLuma(rgbyM); // (#B4#)
|
||
|
|
float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0, 1), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 0), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0,-1), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float maxSM = max(lumaS, lumaM);
|
||
|
|
float minSM = min(lumaS, lumaM);
|
||
|
|
float maxESM = max(lumaE, maxSM);
|
||
|
|
float minESM = min(lumaE, minSM);
|
||
|
|
float maxWN = max(lumaN, lumaW);
|
||
|
|
float minWN = min(lumaN, lumaW);
|
||
|
|
float rangeMax = max(maxWN, maxESM);
|
||
|
|
float rangeMin = min(minWN, minESM);
|
||
|
|
float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
||
|
|
float range = rangeMax - rangeMin;
|
||
|
|
float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
||
|
|
bool earlyExit = range < rangeMaxClamped;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
if(earlyExit) {
|
||
|
|
return rgbyM;
|
||
|
|
}
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1,-1), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 1), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1,-1), fxaaQualityRcpFrame.xy));
|
||
|
|
float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float lumaNS = lumaN + lumaS;
|
||
|
|
float lumaWE = lumaW + lumaE;
|
||
|
|
float subpixRcpRange = 1.0/range;
|
||
|
|
float subpixNSWE = lumaNS + lumaWE;
|
||
|
|
float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
||
|
|
float edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float lumaNESE = lumaNE + lumaSE;
|
||
|
|
float lumaNWNE = lumaNW + lumaNE;
|
||
|
|
float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
||
|
|
float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float lumaNWSW = lumaNW + lumaSW;
|
||
|
|
float lumaSWSE = lumaSW + lumaSE;
|
||
|
|
float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
||
|
|
float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
||
|
|
float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
||
|
|
float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
||
|
|
float edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
||
|
|
float edgeVert = abs(edgeVert3) + edgeVert4;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float subpixNWSWNESE = lumaNWSW + lumaNESE;
|
||
|
|
float lengthSign = fxaaQualityRcpFrame.x;
|
||
|
|
bool horzSpan = edgeHorz >= edgeVert;
|
||
|
|
float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
if(!horzSpan) lumaN = lumaW;
|
||
|
|
if(!horzSpan) lumaS = lumaE;
|
||
|
|
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
||
|
|
float subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float gradientN = lumaN - lumaM;
|
||
|
|
float gradientS = lumaS - lumaM;
|
||
|
|
float lumaNN = lumaN + lumaM;
|
||
|
|
float lumaSS = lumaS + lumaM;
|
||
|
|
bool pairN = abs(gradientN) >= abs(gradientS);
|
||
|
|
float gradient = max(abs(gradientN), abs(gradientS));
|
||
|
|
if(pairN) lengthSign = -lengthSign;
|
||
|
|
float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
vec2 posB;
|
||
|
|
posB.x = posM.x;
|
||
|
|
posB.y = posM.y;
|
||
|
|
vec2 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;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
vec2 posN;
|
||
|
|
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
||
|
|
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
||
|
|
vec2 posP;
|
||
|
|
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||
|
|
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||
|
|
float subpixD = ((-2.0)*subpixC) + 3.0;
|
||
|
|
float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
||
|
|
float subpixE = subpixC * subpixC;
|
||
|
|
float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
if(!pairN) lumaNN = lumaSS;
|
||
|
|
float gradientScaled = gradient * 1.0/4.0;
|
||
|
|
float lumaMM = lumaM - lumaNN * 0.5;
|
||
|
|
float subpixF = subpixD * subpixE;
|
||
|
|
bool lumaMLTZero = lumaMM < 0.0;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
lumaEndN -= lumaNN * 0.5;
|
||
|
|
lumaEndP -= lumaNN * 0.5;
|
||
|
|
bool doneN = abs(lumaEndN) >= gradientScaled;
|
||
|
|
bool doneP = abs(lumaEndP) >= gradientScaled;
|
||
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||
|
|
bool 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
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
}
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float dstN = posM.x - posN.x;
|
||
|
|
float dstP = posP.x - posM.x;
|
||
|
|
if(!horzSpan) dstN = posM.y - posN.y;
|
||
|
|
if(!horzSpan) dstP = posP.y - posM.y;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||
|
|
float spanLength = (dstP + dstN);
|
||
|
|
bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||
|
|
float spanLengthRcp = 1.0/spanLength;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
bool directionN = dstN < dstP;
|
||
|
|
float dst = min(dstN, dstP);
|
||
|
|
bool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||
|
|
float subpixG = subpixF * subpixF;
|
||
|
|
float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||
|
|
float subpixH = subpixG * fxaaQualitySubpix;
|
||
|
|
/*--------------------------------------------------------------------------*/
|
||
|
|
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||
|
|
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||
|
|
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||
|
|
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||
|
|
return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||
|
|
}
|
||
|
|
/*==========================================================================*/
|