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BotW AA and XenobladeX AA, Removed the need for Shader4 Extension and More (#319)
* Update and rename Enhancements/BreathOfTheWild_!AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt to Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt Removed the need for the extra shader4 extension and other fixups * Update and rename Enhancements/BreathOfTheWild_!AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt to Enhancements/BreathOfTheWild_AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt Removed the need for the extra shader4 extension and other fixups * Update 59df1c7e1806366c_00000000000003c9_ps.txt Improved Native AA and Removed the need for the extra shader4 extension and other fixups * Update rules.txt Setup Nvidia FXAA as Default as is the best looking. * Update rules.txt Setup Nvidia FXAA as the Default Preset as it's the best looking. * Rename Enhancements/BreathOfTheWild_!AntiAliasing/rules.txt to Enhancements/BreathOfTheWild_AntiAliasing/rules.txt
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@ -1,6 +1,5 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_EXT_gpu_shader4 : enable
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// shader 0f2b9ee517917425 - dumped 1.15
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// Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen
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@ -28,9 +27,9 @@ layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
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float iresX = ( (float(resDim.x)/1280.0) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
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float iresY = ( (float(resDim.y)/720.0) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
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float iresX = ( (float(resDim.x)/float(1280)) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
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float iresY = ( (float(resDim.y)/float(720)) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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int clampFI32(int v)
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{
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@ -676,13 +675,13 @@ passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFl
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#endif
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#if (preset == 2) // FXAA
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/*-----------------------------settings-------------------------------------*/
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//-----------------------------settings-------------------------------------//
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#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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//--------------------------------------------------------------------------//
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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
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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
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@ -690,21 +689,19 @@ layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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ivec2 resolution = textureSize2D(textureUnitPS0,0);
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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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#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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#define FxaaBool bool
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#define FxaaDiscard discard
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@ -809,11 +806,11 @@ FxaaFloat4 FxaaPixelShader(
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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FxaaFloat2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
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posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
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FxaaFloat2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
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posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
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FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
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FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
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FxaaFloat subpixE = subpixC * subpixC;
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@ -827,11 +824,11 @@ FxaaFloat4 FxaaPixelShader(
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lumaEndP -= lumaNN * 0.5;
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FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
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FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
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FxaaBool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -839,12 +836,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
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#if (FXAA_QUALITY__PS > 3)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
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#if (FXAA_QUALITY_PS > 3)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -852,12 +849,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
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#if (FXAA_QUALITY__PS > 4)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
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#if (FXAA_QUALITY_PS > 4)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -865,12 +862,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
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#if (FXAA_QUALITY__PS > 5)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
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#if (FXAA_QUALITY_PS > 5)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -878,12 +875,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
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#if (FXAA_QUALITY__PS > 6)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
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#if (FXAA_QUALITY_PS > 6)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -891,12 +888,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
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#if (FXAA_QUALITY__PS > 7)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
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#if (FXAA_QUALITY_PS > 7)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -904,12 +901,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
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#if (FXAA_QUALITY__PS > 8)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
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#if (FXAA_QUALITY_PS > 8)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -917,12 +914,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
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#if (FXAA_QUALITY__PS > 9)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
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#if (FXAA_QUALITY_PS > 9)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -930,12 +927,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
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#if (FXAA_QUALITY__PS > 10)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
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#if (FXAA_QUALITY_PS > 10)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -943,12 +940,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
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#if (FXAA_QUALITY__PS > 11)
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
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#if (FXAA_QUALITY_PS > 11)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
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if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
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@ -956,12 +953,12 @@ FxaaFloat4 FxaaPixelShader(
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
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||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
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;
|
||||
@ -969,11 +966,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@ -1016,7 +1013,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
|
||||
ivec2 resolution = textureSize(textureUnitPS0,0);
|
||||
vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
|
||||
void main()
|
||||
{
|
@ -1,6 +1,5 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
// shader f14bb57cd5c9cb77 - dumped 1.15
|
||||
// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation
|
||||
@ -27,9 +26,9 @@ layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
|
||||
float wresX = ( (float(resDim.x)/1280.0) + 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)/720.0) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
|
||||
ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
|
||||
float wresX = ( (float(resDim.x)/float(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)/float(720)) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
@ -173,17 +172,17 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
#endif
|
||||
|
||||
#if (preset == 2) // FXAA
|
||||
/*-----------------------------settings-------------------------------------*/
|
||||
//-----------------------------settings-------------------------------------//
|
||||
|
||||
#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
//--------------------------------------------------------------------------//
|
||||
|
||||
#define FXAA_PC 1
|
||||
#define FXAA_GLSL_130 1
|
||||
#define FXAA_QUALITY__PRESET 14
|
||||
#define FXAA_QUALITY_PRESET 14
|
||||
|
||||
#define FXAA_GREEN_AS_LUMA 1
|
||||
#define FXAA_DISCARD 0
|
||||
@ -295,7 +294,7 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
------------------------------------------------------------------------------
|
||||
NOTE the other tuning knobs are now in the shader function inputs!
|
||||
============================================================================*/
|
||||
#ifndef FXAA_QUALITY__PRESET
|
||||
#ifndef FXAA_QUALITY_PRESET
|
||||
//
|
||||
// Choose the quality preset.
|
||||
// This needs to be compiled into the shader as it effects code.
|
||||
@ -316,7 +315,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
// _ = the lowest digit is directly related to performance
|
||||
// _ = the highest digit is directly related to style
|
||||
//
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_QUALITY_PRESET 12
|
||||
#endif
|
||||
|
||||
|
||||
@ -329,198 +328,198 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
/*============================================================================
|
||||
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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
|
||||
|
||||
@ -618,7 +617,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__SUBPIX define.
|
||||
// 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.
|
||||
@ -630,7 +629,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
|
||||
// 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)
|
||||
@ -641,7 +640,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
|
||||
// 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)
|
||||
@ -777,11 +776,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
@ -797,11 +796,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(!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));
|
||||
@ -810,13 +809,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
#if (FXAA_QUALITY_PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -824,13 +823,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
#if (FXAA_QUALITY_PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -838,13 +837,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
#if (FXAA_QUALITY_PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -852,13 +851,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
#if (FXAA_QUALITY_PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -866,13 +865,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
#if (FXAA_QUALITY_PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -880,13 +879,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
#if (FXAA_QUALITY_PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -894,13 +893,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
#if (FXAA_QUALITY_PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -908,13 +907,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
#if (FXAA_QUALITY_PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -922,13 +921,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
#if (FXAA_QUALITY_PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -936,13 +935,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
#if (FXAA_QUALITY_PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -950,11 +949,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
}
|
||||
#endif
|
||||
@ -1059,8 +1058,7 @@ 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
|
||||
ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert
|
||||
|
||||
precision highp float;
|
||||
|
@ -6,17 +6,17 @@ description = Enables or Disables Native Botw Anti-Aliasing. Also includes an al
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = Disable Native AA
|
||||
$preset:int = 0
|
||||
name = Nvidias FXAA
|
||||
$preset:int = 2
|
||||
#
|
||||
$inventorySharper = 0.0 # Ignore
|
||||
$inventoryBlurrier = 0.0 # Ignore
|
||||
$worldSharper = 0.0 # Ignore
|
||||
$worldBlurrier = 0.0 # Ignore
|
||||
#
|
||||
$subPix = 0.75 # Ignore
|
||||
$edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
$subPix = 1.0
|
||||
$edgeThreshold = 0.125
|
||||
$edgeThresholdMin = 0.0156
|
||||
|
||||
[Preset]
|
||||
name = Enable Native AA
|
||||
@ -31,18 +31,19 @@ $subPix = 0.75 # Ignore
|
||||
$edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
|
||||
|
||||
[Preset]
|
||||
name = Nvidias FXAA
|
||||
$preset:int = 2
|
||||
name = Disable Native AA
|
||||
$preset:int = 0
|
||||
#
|
||||
$inventorySharper = 0.0 # Ignore
|
||||
$inventoryBlurrier = 0.0 # Ignore
|
||||
$worldSharper = 0.0 # Ignore
|
||||
$worldBlurrier = 0.0 # Ignore
|
||||
#
|
||||
$subPix = 1.0
|
||||
$edgeThreshold = 0.125
|
||||
$edgeThresholdMin = 0.0156
|
||||
$subPix = 0.75 # Ignore
|
||||
$edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
|
||||
|
||||
# Adjust native AA implmentation - Only applies to Enabled preset
|
@ -1,12 +1,11 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
// shader 59df1c7e1806366c - Anti-aliasing Shader - Dumped 1.14
|
||||
|
||||
#define preset $Preset
|
||||
#define moreaa $MoreAA
|
||||
#define lessaa $LessAA
|
||||
#define preset 1
|
||||
#define moreaa 0.0
|
||||
#define lessaa 0.0
|
||||
|
||||
#if (preset == 0) // Native AA Disabled
|
||||
|
||||
@ -27,7 +26,7 @@ return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
passPixelColor0 = texture(textureUnitPS1, passParameterSem1.xy); // textureunitps1 as that is the one with all the colors vs unitps0 which is red viewport
|
||||
passPixelColor0 = texture(textureUnitPS1, passParameterSem1.xy); // textureunitps1 is the one with all the colors vs unitps0 which is red viewport
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -41,8 +40,10 @@ layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions
|
||||
ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions
|
||||
float resRatio = ( (float(resDim.x)/1280.0) + moreaa ) - lessaa; // retrieve resolution ratio, and calculate the total
|
||||
float resX = (float(resDim.x)/1280.0);
|
||||
float resY = (float(resDim.y)/720.0);
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
@ -81,11 +82,11 @@ activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0 / resRatio);
|
||||
R0i = floatBitsToInt(passParameterSem0 / resRatio); // Important line
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw);
|
||||
R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x);
|
||||
R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw * resRatio); // Important line
|
||||
R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x / resRatio); // Important line
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
@ -107,12 +108,12 @@ PV0i.z = R4i.z;
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x) / resX); // Important line
|
||||
PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
|
||||
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
|
||||
// 4
|
||||
R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
|
||||
R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
|
||||
R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y) / resY)); // Important line
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i));
|
||||
@ -252,15 +253,15 @@ passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFl
|
||||
|
||||
/*-----------------------------settings-------------------------------------*/
|
||||
|
||||
#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin 0.0312 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
#define FXAA_PC 1
|
||||
#define FXAA_GLSL_130 1
|
||||
#define FXAA_QUALITY__PRESET 14
|
||||
#define FXAA_QUALITY_PRESET 14
|
||||
|
||||
#define FXAA_GREEN_AS_LUMA 1
|
||||
#define FXAA_DISCARD 0
|
||||
@ -372,7 +373,7 @@ passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFl
|
||||
------------------------------------------------------------------------------
|
||||
NOTE the other tuning knobs are now in the shader function inputs!
|
||||
============================================================================*/
|
||||
#ifndef FXAA_QUALITY__PRESET
|
||||
#ifndef FXAA_QUALITY_PRESET
|
||||
//
|
||||
// Choose the quality preset.
|
||||
// This needs to be compiled into the shader as it effects code.
|
||||
@ -393,7 +394,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
// _ = the lowest digit is directly related to performance
|
||||
// _ = the highest digit is directly related to style
|
||||
//
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_QUALITY_PRESET 12
|
||||
#endif
|
||||
|
||||
|
||||
@ -406,198 +407,198 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
/*============================================================================
|
||||
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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
|
||||
|
||||
@ -695,7 +696,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__SUBPIX define.
|
||||
// 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.
|
||||
@ -707,7 +708,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
|
||||
// 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)
|
||||
@ -718,7 +719,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Quality.
|
||||
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
|
||||
// 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)
|
||||
@ -854,11 +855,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
@ -874,11 +875,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(!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));
|
||||
@ -887,13 +888,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
#if (FXAA_QUALITY_PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -901,13 +902,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
#if (FXAA_QUALITY_PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -915,13 +916,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
#if (FXAA_QUALITY_PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -929,13 +930,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
#if (FXAA_QUALITY_PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -943,13 +944,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
#if (FXAA_QUALITY_PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -957,13 +958,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
#if (FXAA_QUALITY_PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -971,13 +972,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
#if (FXAA_QUALITY_PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -985,13 +986,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
#if (FXAA_QUALITY_PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -999,13 +1000,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
#if (FXAA_QUALITY_PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -1013,13 +1014,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
#if (FXAA_QUALITY_PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@ -1027,11 +1028,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
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;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
}
|
||||
#endif
|
||||
@ -1137,7 +1138,7 @@ layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
ivec2 resolution = textureSize2D(textureUnitPS0,0); // Retrieve Texture Dimensions
|
||||
ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions
|
||||
|
||||
precision highp float;
|
||||
|
||||
|
@ -6,15 +6,15 @@ description = Enables or Disables Native Anti-Aliasing. Also includes an alterna
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = Disable Native AA
|
||||
$Preset:int = 0
|
||||
name = Nvidias FXAA
|
||||
$Preset:int = 2
|
||||
#
|
||||
$LessAA = 0.0 # Ignore
|
||||
$MoreAA = 0.0 # Ignore
|
||||
#
|
||||
$subPix = 0.75 # Ignore
|
||||
$edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
$subPix = 1.0
|
||||
$edgeThreshold = 0.125
|
||||
$edgeThresholdMin = 0.0156
|
||||
|
||||
[Preset]
|
||||
name = Enable Native AA
|
||||
@ -39,15 +39,15 @@ $edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
|
||||
[Preset]
|
||||
name = Nvidias FXAA
|
||||
$Preset:int = 2
|
||||
name = Disable Native AA
|
||||
$Preset:int = 0
|
||||
#
|
||||
$LessAA = 0.0 # Ignore
|
||||
$MoreAA = 0.0 # Ignore
|
||||
#
|
||||
$subPix = 1.0
|
||||
$edgeThreshold = 0.125
|
||||
$edgeThresholdMin = 0.0156
|
||||
$subPix = 0.75 # Ignore
|
||||
$edgeThreshold = 0.166 # Ignore
|
||||
$edgeThresholdMin = 0.0312 # Ignore
|
||||
|
||||
|
||||
# Adjust native AA implmentation - Only applies to Enabled preset
|
||||
|
Loading…
Reference in New Issue
Block a user