From 27a8ac8b46047b90f39386b1d68eaed41731c3a4 Mon Sep 17 00:00:00 2001 From: Skal Fate <20464880+skalfate@users.noreply.github.com> Date: Tue, 11 Dec 2018 18:07:26 -0700 Subject: [PATCH] Botw FXAA Big Update. Buttery Smooth (#297) * Update 0f2b9ee517917425_00000000000003c9_ps.txt Small improvement to fxaa inventory. * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt Major Update to World FXAA. Super Smooth. * Update rules.txt Slight changes. --- .../0f2b9ee517917425_00000000000003c9_ps.txt | 24 +- .../f14bb57cd5c9cb77_00000000000003c9_ps.txt | 731 +++++++++++++++--- .../BreathOfTheWild_!AntiAliasing/rules.txt | 16 +- 3 files changed, 660 insertions(+), 111 deletions(-) diff --git a/Enhancements/BreathOfTheWild_!AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_!AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt index f71eebda..120137ac 100644 --- a/Enhancements/BreathOfTheWild_!AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_!AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt @@ -6,8 +6,8 @@ // Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen #define preset $preset -#define aaSharper $inventorySharper -#define aaBlurrier $inventoryBlurrier +#define iSharper $inventorySharper +#define iBlurrier $inventoryBlurrier #if (preset == 0) // Native AA Disabled layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -28,9 +28,9 @@ layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -vec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float -const float resX = ( (resDim.x/1280) + aaSharper ) - aaBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper -const float resY = ( (resDim.y/720) + aaSharper ) - aaBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier +ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float +float iresX = ( (float(resDim.x)/1280) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper +float iresY = ( (float(resDim.y)/720) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier int clampFI32(int v) { @@ -85,9 +85,9 @@ if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 --- Point of Interest 1 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) / resX ); // Divide looks better for minimum - Must place the varaibles in that location of the round brackets to use floats correctly -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)) * resY ); // Multiply looks beeter for max - Must place the varaibles in that location of the round brackets to use floats correctly -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) * resX ); // Multiply looks better for max - Must place the varaibles in that location of the round brackets to use floats correctly +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) / iresX ); // Divide looks better for minimum - Must place the varaibles in that location of the round brackets to use floats correctly +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)) * iresY ); // Multiply looks beeter for max - Must place the varaibles in that location of the round brackets to use floats correctly +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) * iresX ); // Multiply looks better for max - Must place the varaibles in that location of the round brackets to use floats correctly PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); // 1 ---Point of Interest 2 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); @@ -174,9 +174,9 @@ R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); PV0i.w = R5i.w; // 9 --- Point fo Interest R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implementation division took place here - useless though -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / resX)); // Default implementation division took place here +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX)); // Default implementation division took place here PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / resY)); // Default implementation division took place here +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY)); // Default implementation division took place here PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); // 10 --- Point of Interest R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ---------------------------------------------------------------------- @@ -690,7 +690,7 @@ layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -vec2 resolution = textureSize2D(textureUnitPS0,0); +ivec2 resolution = textureSize2D(textureUnitPS0,0); #define FXAA_QUALITY__PS 12 #define FXAA_QUALITY__P0 1.0 @@ -1017,7 +1017,7 @@ FxaaFloat4 FxaaPixelShader( } -vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale; +vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y)); void main() { passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); diff --git a/Enhancements/BreathOfTheWild_!AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_!AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt index 58d6e882..3ec0ba6b 100644 --- a/Enhancements/BreathOfTheWild_!AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_!AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -1,14 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_gpu_shader4 : enable // shader f14bb57cd5c9cb77 - dumped 1.15 // Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation #define preset $preset -#define aaSharper $inventorySharper -#define aaBlurrier $inventoryBlurrier +#define wSharper $worldSharper +#define wBlurrier $worldBlurrier #if (preset == 0) // Native AA Disabled layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -28,9 +27,9 @@ layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -vec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float -const float resX = ( (resDim.x/1280) + aaSharper ) - aaBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper -const float resY = ( (resDim.y/720) + aaSharper ) - aaBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier +ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float +float wresX = ( (float(resDim.x)/1280) + wSharper ) - wBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper +float wresY = ( (float(resDim.y)/720) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier int clampFI32(int v) { @@ -84,7 +83,7 @@ R127f.w = min(R1f.z, R1f.x); R127f.x = min(R1f.w, R1f.y); PS0f = R127f.x; // 1 -R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * resX ) + PV0f.z); // Important line - multiply y - bundled with main point of interests looks better +R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * wresX ) + PV0f.z); // Important line - multiply y - bundled with main point of interests looks better PV1f.x = R123f.x; PV1f.y = max(R1f.z, R1f.x); R127f.z = PV0f.y + -(PV0f.x); @@ -130,13 +129,13 @@ if( activeMaskStackC[2] == true ) { // 0 backupReg0f = R3f.x; backupReg0f = R3f.x; -R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) /resX ) + R0f.x); // Original Implementation divided x -R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) /resY ) + R0f.y); // Original Implementation divided y -R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) /resX )) + R0f.x); // Original Implementation divided x +R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) / wresX ) + R0f.x); // Original Implementation divided x +R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / wresY ) + R0f.y); // Original Implementation divided y +R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) / wresX )) + R0f.x); // Original Implementation divided x PS0f = R1f.x; // 1 backupReg0f = R1f.y; -R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) /resY )) + R0f.y); // Original Implementation divided y +R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) / wresY )) + R0f.y); // Original Implementation divided y } if( activeMaskStackC[2] == true ) { R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); @@ -182,73 +181,522 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); /*--------------------------------------------------------------------------*/ -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 14 -vec2 resolution = textureSize2D(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert -const float resRatio = resolution.x/1280; // Needed in multiplying +#define FXAA_GREEN_AS_LUMA 1 +#define FXAA_DISCARD 0 +#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable -#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 +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ -#define FxaaBool bool -#define FxaaDiscard discard -#define FxaaFloat float -#define FxaaFloat2 vec2 -#define FxaaFloat3 vec3 -#define FxaaFloat4 vec4 -#define FxaaHalf float -#define FxaaHalf2 vec2 -#define FxaaHalf3 vec3 -#define FxaaHalf4 vec4 -#define FxaaInt2 ivec2 -#define FxaaSat(x) clamp(x, 0.0, 1.0) -#define FxaaTex sampler2D -#define FxaaTexTop(t, p) textureLod(t, p, 0.0) -#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif -#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) +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel FxaaFloat2 pos, + // + // 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, - FxaaTex lum, + // + // 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 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 ) { +/*--------------------------------------------------------------------------*/ FxaaFloat2 posM; posM.x = pos.x; posM.y = pos.y; - FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x); - #define lumaM rgbyM.w // affects stuff - FxaaFloat4 luma4A = textureGather(lum, posM); - FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1)); - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ FxaaFloat maxSM = max(lumaS, lumaM); FxaaFloat minSM = min(lumaS, lumaM); FxaaFloat maxESM = max(lumaE, maxSM); @@ -261,20 +709,36 @@ FxaaFloat4 FxaaPixelShader( FxaaFloat range = rangeMax - rangeMin; FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ if(earlyExit) - return rgbyM; - FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(2, -2), fxaaQualityRcpFrame.xy).x * resRatio; // Important multiply x and changes -1,1 to 2s for some smoother vertical lines - FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-2, 2), fxaaQualityRcpFrame.xy).x * resRatio; // Important multiply x and changes -1,1 to 2s for some smoother horizontal lines + #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); @@ -283,14 +747,17 @@ FxaaFloat4 FxaaPixelShader( 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; @@ -299,6 +766,7 @@ FxaaFloat4 FxaaPixelShader( 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; @@ -307,6 +775,7 @@ FxaaFloat4 FxaaPixelShader( 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; @@ -314,14 +783,16 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN).x; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); FxaaFloat subpixE = subpixC * subpixC; - FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x; + 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; @@ -331,9 +802,10 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -343,10 +815,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -356,10 +829,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -369,10 +843,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -382,10 +857,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -395,10 +871,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -408,10 +885,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -421,10 +899,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -434,10 +913,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -447,10 +927,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -460,10 +941,11 @@ FxaaFloat4 FxaaPixelShader( 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 = FxaaTexTop(lum, posN.xy).x; - if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x; + 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; @@ -473,52 +955,119 @@ FxaaFloat4 FxaaPixelShader( 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; - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif } +/*==========================================================================*/ +#endif +//---------------------------------------------------------------------------------- +// File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag +// SDK Version: v3.00 +// Email: gameworks@nvidia.com +// Site: http://developer.nvidia.com/ +// +// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of NVIDIA CORPORATION nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY +// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY +// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +// +//---------------------------------------------------------------------------------- +//#version 100 -vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +ivec2 resolution = textureSize2D(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert +float wresRatio = float(resolution.x)/1280; // Needed in multiplying + +precision highp float; + +vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y)); void main() { -passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); +passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); } + #endif diff --git a/Enhancements/BreathOfTheWild_!AntiAliasing/rules.txt b/Enhancements/BreathOfTheWild_!AntiAliasing/rules.txt index 075f1d91..e25c0c6b 100644 --- a/Enhancements/BreathOfTheWild_!AntiAliasing/rules.txt +++ b/Enhancements/BreathOfTheWild_!AntiAliasing/rules.txt @@ -15,8 +15,8 @@ $worldSharper = 0.0 # Ignore $worldBlurrier = 0.0 # Ignore # $subPix = 0.75 # Ignore -$edgeThreshold = 0.0166 # Ignore -$edgeThresholdMin = 0.0833 # Ignore +$edgeThreshold = 0.166 # Ignore +$edgeThresholdMin = 0.0312 # Ignore [Preset] name = Enable Native AA @@ -28,11 +28,11 @@ $worldSharper = 0.0 $worldBlurrier = 0.0 # $subPix = 0.75 # Ignore -$edgeThreshold = 0.0166 # Ignore -$edgeThresholdMin = 0.0833 # Ignore +$edgeThreshold = 0.166 # Ignore +$edgeThresholdMin = 0.0312 # Ignore [Preset] -name = FXAA +name = Nvidias FXAA $preset:int = 2 # $inventorySharper = 0.0 # Ignore @@ -41,8 +41,8 @@ $worldSharper = 0.0 # Ignore $worldBlurrier = 0.0 # Ignore # $subPix = 1.0 -$edgeThreshold = 0.0125 -$edgeThresholdMin = 0.0625 +$edgeThreshold = 0.125 +$edgeThresholdMin = 0.0156 # Adjust native AA implmentation - Only applies to Enabled preset @@ -52,7 +52,7 @@ $edgeThresholdMin = 0.0625 # Subpix: # Choose the amount of sub-pixel aliasing removal. -# This can affect sharpness. +# This affects how sharp or smooth you want the image to be. # 1.00 - upper limit (softer) # 0.75 - default amount of filtering # 0.50 - lower limit (sharper, less sub-pixel aliasing removal)