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https://github.com/cemu-project/cemu_graphic_packs.git
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@ -1,350 +1,350 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 1.00 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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// shader 0f2b9ee517917425
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// fxaa in inventory screen
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(binding = 1) uniform sampler2D textureUnitPS1;
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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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#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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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
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FxaaFloat4 FxaaPixelShader(
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FxaaFloat2 pos,
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FxaaTex tex,
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FxaaTex lum,
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FxaaFloat2 fxaaQualityRcpFrame,
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FxaaFloat fxaaQualitySubpix,
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FxaaFloat fxaaQualityEdgeThreshold,
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FxaaFloat fxaaQualityEdgeThresholdMin
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) {
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
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#define lumaM rgbyM.w
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FxaaFloat4 luma4A = textureGather(lum, posM);
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FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
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#define lumaE luma4A.z
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#define lumaS luma4A.x
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#define lumaSE luma4A.y
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#define lumaNW luma4B.w
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#define lumaN luma4B.z
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#define lumaW luma4B.x
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FxaaFloat maxSM = max(lumaS, lumaM);
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FxaaFloat minSM = min(lumaS, lumaM);
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FxaaFloat maxESM = max(lumaE, maxSM);
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FxaaFloat minESM = min(lumaE, minSM);
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FxaaFloat maxWN = max(lumaN, lumaW);
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FxaaFloat minWN = min(lumaN, lumaW);
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FxaaFloat rangeMax = max(maxWN, maxESM);
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FxaaFloat rangeMin = min(minWN, minESM);
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FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
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FxaaFloat range = rangeMax - rangeMin;
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FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
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FxaaBool earlyExit = range < rangeMaxClamped;
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if(earlyExit)
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return rgbyM;
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FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
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FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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FxaaFloat lumaNWSW = lumaNW + lumaSW;
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FxaaFloat lumaSWSE = lumaSW + lumaSE;
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FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
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FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
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FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
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FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
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FxaaBool horzSpan = edgeHorz >= edgeVert;
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FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
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FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
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FxaaFloat gradientN = lumaN - lumaM;
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FxaaFloat gradientS = lumaS - lumaM;
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FxaaFloat lumaNN = lumaN + lumaM;
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FxaaFloat lumaSS = lumaS + lumaM;
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FxaaBool pairN = abs(gradientN) >= abs(gradientS);
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FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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FxaaFloat2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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FxaaFloat2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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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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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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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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FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
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if(!pairN) lumaNN = lumaSS;
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FxaaFloat gradientScaled = gradient * 1.0/4.0;
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FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
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FxaaFloat subpixF = subpixD * subpixE;
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FxaaBool lumaMLTZero = lumaMM < 0.0;
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lumaEndN -= lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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(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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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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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;
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#if (FXAA_QUALITY__PS > 12)
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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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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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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__P12;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
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}
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#endif
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}
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#endif
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}
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#endif
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}
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#endif
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}
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#endif
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}
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||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
FxaaFloat dstN = posM.x - posN.x;
|
||||
FxaaFloat dstP = posP.x - posM.x;
|
||||
if(!horzSpan) dstN = posM.y - posN.y;
|
||||
if(!horzSpan) dstP = posP.y - posM.y;
|
||||
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLength = (dstP + dstN);
|
||||
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
||||
FxaaBool directionN = dstN < dstP;
|
||||
FxaaFloat dst = min(dstN, dstP);
|
||||
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||||
FxaaFloat subpixG = subpixF * subpixF;
|
||||
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||||
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
||||
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||||
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||||
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||||
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||||
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
|
||||
vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
|
||||
void main()
|
||||
{
|
||||
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
|
||||
/*-----------------------------settings-------------------------------------*/
|
||||
|
||||
#define Subpix 1.00 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold 0.125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
// shader 0f2b9ee517917425
|
||||
// fxaa in inventory screen
|
||||
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
#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
|
||||
|
||||
#define FxaaBool bool
|
||||
#define FxaaDiscard discard
|
||||
#define FxaaFloat float
|
||||
#define FxaaFloat2 vec2
|
||||
#define FxaaFloat3 vec3
|
||||
#define FxaaFloat4 vec4
|
||||
#define FxaaHalf float
|
||||
#define FxaaHalf2 vec2
|
||||
#define FxaaHalf3 vec3
|
||||
#define FxaaHalf4 vec4
|
||||
#define FxaaInt2 ivec2
|
||||
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||
#define FxaaTex sampler2D
|
||||
|
||||
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
||||
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
||||
|
||||
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
||||
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
||||
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
||||
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
||||
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat2 pos,
|
||||
FxaaTex tex,
|
||||
FxaaTex lum,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin
|
||||
) {
|
||||
FxaaFloat2 posM;
|
||||
posM.x = pos.x;
|
||||
posM.y = pos.y;
|
||||
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
|
||||
#define lumaM rgbyM.w
|
||||
FxaaFloat4 luma4A = textureGather(lum, posM);
|
||||
FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
|
||||
#define lumaE luma4A.z
|
||||
#define lumaS luma4A.x
|
||||
#define lumaSE luma4A.y
|
||||
#define lumaNW luma4B.w
|
||||
#define lumaN luma4B.z
|
||||
#define lumaW luma4B.x
|
||||
FxaaFloat maxSM = max(lumaS, lumaM);
|
||||
FxaaFloat minSM = min(lumaS, lumaM);
|
||||
FxaaFloat maxESM = max(lumaE, maxSM);
|
||||
FxaaFloat minESM = min(lumaE, minSM);
|
||||
FxaaFloat maxWN = max(lumaN, lumaW);
|
||||
FxaaFloat minWN = min(lumaN, lumaW);
|
||||
FxaaFloat rangeMax = max(maxWN, maxESM);
|
||||
FxaaFloat rangeMin = min(minWN, minESM);
|
||||
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
||||
FxaaFloat range = rangeMax - rangeMin;
|
||||
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
||||
FxaaBool earlyExit = range < rangeMaxClamped;
|
||||
if(earlyExit)
|
||||
return rgbyM;
|
||||
FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaNS = lumaN + lumaS;
|
||||
FxaaFloat lumaWE = lumaW + lumaE;
|
||||
FxaaFloat subpixRcpRange = 1.0/range;
|
||||
FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
||||
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
||||
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
||||
FxaaFloat lumaNESE = lumaNE + lumaSE;
|
||||
FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
||||
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
||||
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
||||
FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
||||
FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
||||
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
||||
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
||||
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
||||
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
||||
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
||||
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
||||
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
||||
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
||||
FxaaBool horzSpan = edgeHorz >= edgeVert;
|
||||
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
||||
if(!horzSpan) lumaN = lumaW;
|
||||
if(!horzSpan) lumaS = lumaE;
|
||||
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
||||
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
||||
FxaaFloat gradientN = lumaN - lumaM;
|
||||
FxaaFloat gradientS = lumaS - lumaM;
|
||||
FxaaFloat lumaNN = lumaN + lumaM;
|
||||
FxaaFloat lumaSS = lumaS + lumaM;
|
||||
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
||||
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
||||
if(pairN) lengthSign = -lengthSign;
|
||||
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
||||
FxaaFloat2 posB;
|
||||
posB.x = posM.x;
|
||||
posB.y = posM.y;
|
||||
FxaaFloat2 offNP;
|
||||
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
||||
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
||||
if(!horzSpan) posB.x += lengthSign * 0.5;
|
||||
if( horzSpan) posB.y += lengthSign * 0.5;
|
||||
FxaaFloat2 posN;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
|
||||
if(!pairN) lumaNN = lumaSS;
|
||||
FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
||||
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
||||
FxaaFloat subpixF = subpixD * subpixE;
|
||||
FxaaBool lumaMLTZero = lumaMM < 0.0;
|
||||
lumaEndN -= lumaNN * 0.5;
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
FxaaFloat dstN = posM.x - posN.x;
|
||||
FxaaFloat dstP = posP.x - posM.x;
|
||||
if(!horzSpan) dstN = posM.y - posN.y;
|
||||
if(!horzSpan) dstP = posP.y - posM.y;
|
||||
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLength = (dstP + dstN);
|
||||
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
||||
FxaaBool directionN = dstN < dstP;
|
||||
FxaaFloat dst = min(dstN, dstP);
|
||||
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||||
FxaaFloat subpixG = subpixF * subpixF;
|
||||
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||||
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
||||
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||||
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||||
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||||
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||||
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
|
||||
vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
|
||||
void main()
|
||||
{
|
||||
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
|
||||
}
|
||||
|
@ -1,17 +1,17 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 58b8411478181d7f //inventory luminance
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
|
||||
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
|
||||
R0f.x = pow(R0f.x, 0.45);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x);
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 58b8411478181d7f //inventory luminance
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
|
||||
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
|
||||
R0f.x = pow(R0f.x, 0.45);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x);
|
||||
}
|
||||
|
@ -1,17 +1,17 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 58b84124c01721ff //in-game luminance
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
|
||||
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
|
||||
R0f.x = pow(R0f.x, 0.45);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x);
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 58b84124c01721ff //in-game luminance
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
|
||||
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
|
||||
R0f.x = pow(R0f.x, 0.45);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x);
|
||||
}
|
||||
|
@ -1,350 +1,350 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
|
||||
/*-----------------------------settings-------------------------------------*/
|
||||
|
||||
#define Subpix 0.70 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold 0.125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
// shader f14bb57cd5c9cb77
|
||||
// fxaa in game
|
||||
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
#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
|
||||
|
||||
#define FxaaBool bool
|
||||
#define FxaaDiscard discard
|
||||
#define FxaaFloat float
|
||||
#define FxaaFloat2 vec2
|
||||
#define FxaaFloat3 vec3
|
||||
#define FxaaFloat4 vec4
|
||||
#define FxaaHalf float
|
||||
#define FxaaHalf2 vec2
|
||||
#define FxaaHalf3 vec3
|
||||
#define FxaaHalf4 vec4
|
||||
#define FxaaInt2 ivec2
|
||||
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||
#define FxaaTex sampler2D
|
||||
|
||||
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
||||
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
||||
|
||||
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
||||
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
||||
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
||||
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
||||
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat2 pos,
|
||||
FxaaTex tex,
|
||||
FxaaTex lum,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin
|
||||
) {
|
||||
FxaaFloat2 posM;
|
||||
posM.x = pos.x;
|
||||
posM.y = pos.y;
|
||||
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
|
||||
#define lumaM rgbyM.w
|
||||
FxaaFloat4 luma4A = textureGather(lum, posM);
|
||||
FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
|
||||
#define lumaE luma4A.z
|
||||
#define lumaS luma4A.x
|
||||
#define lumaSE luma4A.y
|
||||
#define lumaNW luma4B.w
|
||||
#define lumaN luma4B.z
|
||||
#define lumaW luma4B.x
|
||||
FxaaFloat maxSM = max(lumaS, lumaM);
|
||||
FxaaFloat minSM = min(lumaS, lumaM);
|
||||
FxaaFloat maxESM = max(lumaE, maxSM);
|
||||
FxaaFloat minESM = min(lumaE, minSM);
|
||||
FxaaFloat maxWN = max(lumaN, lumaW);
|
||||
FxaaFloat minWN = min(lumaN, lumaW);
|
||||
FxaaFloat rangeMax = max(maxWN, maxESM);
|
||||
FxaaFloat rangeMin = min(minWN, minESM);
|
||||
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
||||
FxaaFloat range = rangeMax - rangeMin;
|
||||
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
||||
FxaaBool earlyExit = range < rangeMaxClamped;
|
||||
if(earlyExit)
|
||||
return rgbyM;
|
||||
FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaNS = lumaN + lumaS;
|
||||
FxaaFloat lumaWE = lumaW + lumaE;
|
||||
FxaaFloat subpixRcpRange = 1.0/range;
|
||||
FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
||||
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
||||
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
||||
FxaaFloat lumaNESE = lumaNE + lumaSE;
|
||||
FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
||||
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
||||
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
||||
FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
||||
FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
||||
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
||||
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
||||
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
||||
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
||||
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
||||
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
||||
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
||||
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
||||
FxaaBool horzSpan = edgeHorz >= edgeVert;
|
||||
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
||||
if(!horzSpan) lumaN = lumaW;
|
||||
if(!horzSpan) lumaS = lumaE;
|
||||
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
||||
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
||||
FxaaFloat gradientN = lumaN - lumaM;
|
||||
FxaaFloat gradientS = lumaS - lumaM;
|
||||
FxaaFloat lumaNN = lumaN + lumaM;
|
||||
FxaaFloat lumaSS = lumaS + lumaM;
|
||||
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
||||
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
||||
if(pairN) lengthSign = -lengthSign;
|
||||
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
||||
FxaaFloat2 posB;
|
||||
posB.x = posM.x;
|
||||
posB.y = posM.y;
|
||||
FxaaFloat2 offNP;
|
||||
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
||||
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
||||
if(!horzSpan) posB.x += lengthSign * 0.5;
|
||||
if( horzSpan) posB.y += lengthSign * 0.5;
|
||||
FxaaFloat2 posN;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
|
||||
if(!pairN) lumaNN = lumaSS;
|
||||
FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
||||
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
||||
FxaaFloat subpixF = subpixD * subpixE;
|
||||
FxaaBool lumaMLTZero = lumaMM < 0.0;
|
||||
lumaEndN -= lumaNN * 0.5;
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
FxaaFloat dstN = posM.x - posN.x;
|
||||
FxaaFloat dstP = posP.x - posM.x;
|
||||
if(!horzSpan) dstN = posM.y - posN.y;
|
||||
if(!horzSpan) dstP = posP.y - posM.y;
|
||||
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLength = (dstP + dstN);
|
||||
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
||||
FxaaBool directionN = dstN < dstP;
|
||||
FxaaFloat dst = min(dstN, dstP);
|
||||
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||||
FxaaFloat subpixG = subpixF * subpixF;
|
||||
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||||
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
||||
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||||
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||||
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||||
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||||
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
|
||||
vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
|
||||
void main()
|
||||
{
|
||||
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
|
||||
/*-----------------------------settings-------------------------------------*/
|
||||
|
||||
#define Subpix 0.70 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
|
||||
#define EdgeThreshold 0.125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
|
||||
#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
// shader f14bb57cd5c9cb77
|
||||
// fxaa in game
|
||||
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
#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
|
||||
|
||||
#define FxaaBool bool
|
||||
#define FxaaDiscard discard
|
||||
#define FxaaFloat float
|
||||
#define FxaaFloat2 vec2
|
||||
#define FxaaFloat3 vec3
|
||||
#define FxaaFloat4 vec4
|
||||
#define FxaaHalf float
|
||||
#define FxaaHalf2 vec2
|
||||
#define FxaaHalf3 vec3
|
||||
#define FxaaHalf4 vec4
|
||||
#define FxaaInt2 ivec2
|
||||
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||
#define FxaaTex sampler2D
|
||||
|
||||
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
||||
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
||||
|
||||
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
||||
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
||||
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
||||
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
||||
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
FxaaFloat2 pos,
|
||||
FxaaTex tex,
|
||||
FxaaTex lum,
|
||||
FxaaFloat2 fxaaQualityRcpFrame,
|
||||
FxaaFloat fxaaQualitySubpix,
|
||||
FxaaFloat fxaaQualityEdgeThreshold,
|
||||
FxaaFloat fxaaQualityEdgeThresholdMin
|
||||
) {
|
||||
FxaaFloat2 posM;
|
||||
posM.x = pos.x;
|
||||
posM.y = pos.y;
|
||||
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
|
||||
#define lumaM rgbyM.w
|
||||
FxaaFloat4 luma4A = textureGather(lum, posM);
|
||||
FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
|
||||
#define lumaE luma4A.z
|
||||
#define lumaS luma4A.x
|
||||
#define lumaSE luma4A.y
|
||||
#define lumaNW luma4B.w
|
||||
#define lumaN luma4B.z
|
||||
#define lumaW luma4B.x
|
||||
FxaaFloat maxSM = max(lumaS, lumaM);
|
||||
FxaaFloat minSM = min(lumaS, lumaM);
|
||||
FxaaFloat maxESM = max(lumaE, maxSM);
|
||||
FxaaFloat minESM = min(lumaE, minSM);
|
||||
FxaaFloat maxWN = max(lumaN, lumaW);
|
||||
FxaaFloat minWN = min(lumaN, lumaW);
|
||||
FxaaFloat rangeMax = max(maxWN, maxESM);
|
||||
FxaaFloat rangeMin = min(minWN, minESM);
|
||||
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
||||
FxaaFloat range = rangeMax - rangeMin;
|
||||
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
||||
FxaaBool earlyExit = range < rangeMaxClamped;
|
||||
if(earlyExit)
|
||||
return rgbyM;
|
||||
FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
|
||||
FxaaFloat lumaNS = lumaN + lumaS;
|
||||
FxaaFloat lumaWE = lumaW + lumaE;
|
||||
FxaaFloat subpixRcpRange = 1.0/range;
|
||||
FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
||||
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
||||
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
||||
FxaaFloat lumaNESE = lumaNE + lumaSE;
|
||||
FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
||||
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
||||
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
||||
FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
||||
FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
||||
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
||||
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
||||
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
||||
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
||||
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
||||
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
||||
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
||||
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
||||
FxaaBool horzSpan = edgeHorz >= edgeVert;
|
||||
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
||||
if(!horzSpan) lumaN = lumaW;
|
||||
if(!horzSpan) lumaS = lumaE;
|
||||
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
||||
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
||||
FxaaFloat gradientN = lumaN - lumaM;
|
||||
FxaaFloat gradientS = lumaS - lumaM;
|
||||
FxaaFloat lumaNN = lumaN + lumaM;
|
||||
FxaaFloat lumaSS = lumaS + lumaM;
|
||||
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
||||
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
||||
if(pairN) lengthSign = -lengthSign;
|
||||
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
||||
FxaaFloat2 posB;
|
||||
posB.x = posM.x;
|
||||
posB.y = posM.y;
|
||||
FxaaFloat2 offNP;
|
||||
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
||||
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
||||
if(!horzSpan) posB.x += lengthSign * 0.5;
|
||||
if( horzSpan) posB.y += lengthSign * 0.5;
|
||||
FxaaFloat2 posN;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
|
||||
if(!pairN) lumaNN = lumaSS;
|
||||
FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
||||
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
||||
FxaaFloat subpixF = subpixD * subpixE;
|
||||
FxaaBool lumaMLTZero = lumaMM < 0.0;
|
||||
lumaEndN -= lumaNN * 0.5;
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
|
||||
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
FxaaFloat dstN = posM.x - posN.x;
|
||||
FxaaFloat dstP = posP.x - posM.x;
|
||||
if(!horzSpan) dstN = posM.y - posN.y;
|
||||
if(!horzSpan) dstP = posP.y - posM.y;
|
||||
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLength = (dstP + dstN);
|
||||
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||||
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
||||
FxaaBool directionN = dstN < dstP;
|
||||
FxaaFloat dst = min(dstN, dstP);
|
||||
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||||
FxaaFloat subpixG = subpixF * subpixF;
|
||||
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||||
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
||||
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||||
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||||
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||||
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||||
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
|
||||
vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
|
||||
void main()
|
||||
{
|
||||
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
|
||||
}
|
||||
|
@ -1,39 +1,39 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - FXAA"
|
||||
version = 2
|
||||
|
||||
|
||||
# Subpix:
|
||||
# Choose the amount of sub-pixel aliasing removal.
|
||||
# This can affect sharpness.
|
||||
# 1.00 - upper limit (softer)
|
||||
# 0.75 - default amount of filtering
|
||||
# 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
||||
# 0.25 - almost off
|
||||
# 0.00 - completely off
|
||||
|
||||
# EdgeThreshold:
|
||||
# The minimum amount of local contrast required to apply algorithm.
|
||||
# 0.333 - too little (faster)
|
||||
# 0.250 - low quality
|
||||
# 0.166 - default
|
||||
# 0.125 - high quality
|
||||
# 0.063 - overkill (slower)
|
||||
|
||||
# EdgeThresholdMin:
|
||||
# Trims the algorithm from processing darks.
|
||||
# 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
||||
# 0.0625 - high quality (faster)
|
||||
# 0.0312 - visible limit (slower)
|
||||
|
||||
|
||||
# Credit: Kiri, NAVras
|
||||
|
||||
|
||||
[TextureRedefine] #Luma
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x1
|
||||
overwriteFormat = 0x5
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - FXAA"
|
||||
version = 2
|
||||
|
||||
|
||||
# Subpix:
|
||||
# Choose the amount of sub-pixel aliasing removal.
|
||||
# This can affect sharpness.
|
||||
# 1.00 - upper limit (softer)
|
||||
# 0.75 - default amount of filtering
|
||||
# 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
||||
# 0.25 - almost off
|
||||
# 0.00 - completely off
|
||||
|
||||
# EdgeThreshold:
|
||||
# The minimum amount of local contrast required to apply algorithm.
|
||||
# 0.333 - too little (faster)
|
||||
# 0.250 - low quality
|
||||
# 0.166 - default
|
||||
# 0.125 - high quality
|
||||
# 0.063 - overkill (slower)
|
||||
|
||||
# EdgeThresholdMin:
|
||||
# Trims the algorithm from processing darks.
|
||||
# 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
||||
# 0.0625 - high quality (faster)
|
||||
# 0.0312 - visible limit (slower)
|
||||
|
||||
|
||||
# Credit: Kiri, NAVras
|
||||
|
||||
|
||||
[TextureRedefine] #Luma
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x1
|
||||
overwriteFormat = 0x5
|
||||
tileModesExcluded = 0x001
|
Loading…
Reference in New Issue
Block a user