diff --git a/Enhancements/MarioKart8_FXAA/output.glsl b/Enhancements/MarioKart8_FXAA/output.glsl new file mode 100644 index 00000000..4c4d4551 --- /dev/null +++ b/Enhancements/MarioKart8_FXAA/output.glsl @@ -0,0 +1,923 @@ +#version 420 + +#ifdef VULKAN +layout(location = 0) in vec2 passUV; +layout(binding = 0) uniform sampler2D textureSrc; +layout(location = 0) out vec4 colorOut0; +#else +in vec2 passUV; +layout(binding=0) uniform sampler2D textureSrc; +layout(location = 0) out vec4 colorOut0; +#endif + + + +/*-----------------------------settings-------------------------------------*/ + +#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_GREEN_AS_LUMA 1 +#define FXAA_DISCARD 0 +#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable + +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ + + +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY_PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY_PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY_PRESET == 10) + #define FXAA_QUALITY_PS 3 + #define FXAA_QUALITY_P0 1.5 + #define FXAA_QUALITY_P1 3.0 + #define FXAA_QUALITY_P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 11) + #define FXAA_QUALITY_PS 4 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 3.0 + #define FXAA_QUALITY_P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 12) + #define FXAA_QUALITY_PS 5 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 4.0 + #define FXAA_QUALITY_P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 13) + #define FXAA_QUALITY_PS 6 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 4.0 + #define FXAA_QUALITY_P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 14) + #define FXAA_QUALITY_PS 7 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 4.0 + #define FXAA_QUALITY_P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 15) + #define FXAA_QUALITY_PS 8 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 4.0 + #define FXAA_QUALITY_P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY_PRESET == 20) + #define FXAA_QUALITY_PS 3 + #define FXAA_QUALITY_P0 1.5 + #define FXAA_QUALITY_P1 2.0 + #define FXAA_QUALITY_P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 21) + #define FXAA_QUALITY_PS 4 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 22) + #define FXAA_QUALITY_PS 5 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 23) + #define FXAA_QUALITY_PS 6 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 24) + #define FXAA_QUALITY_PS 7 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 3.0 + #define FXAA_QUALITY_P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 25) + #define FXAA_QUALITY_PS 8 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 4.0 + #define FXAA_QUALITY_P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 26) + #define FXAA_QUALITY_PS 9 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 2.0 + #define FXAA_QUALITY_P7 4.0 + #define FXAA_QUALITY_P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 27) + #define FXAA_QUALITY_PS 10 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 2.0 + #define FXAA_QUALITY_P7 2.0 + #define FXAA_QUALITY_P8 4.0 + #define FXAA_QUALITY_P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 28) + #define FXAA_QUALITY_PS 11 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 2.0 + #define FXAA_QUALITY_P7 2.0 + #define FXAA_QUALITY_P8 2.0 + #define FXAA_QUALITY_P9 4.0 + #define FXAA_QUALITY_P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY_PRESET == 29) + #define FXAA_QUALITY_PS 12 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.5 + #define FXAA_QUALITY_P2 2.0 + #define FXAA_QUALITY_P3 2.0 + #define FXAA_QUALITY_P4 2.0 + #define FXAA_QUALITY_P5 2.0 + #define FXAA_QUALITY_P6 2.0 + #define FXAA_QUALITY_P7 2.0 + #define FXAA_QUALITY_P8 2.0 + #define FXAA_QUALITY_P9 2.0 + #define FXAA_QUALITY_P10 4.0 + #define FXAA_QUALITY_P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY_PRESET == 39) + #define FXAA_QUALITY_PS 12 + #define FXAA_QUALITY_P0 1.0 + #define FXAA_QUALITY_P1 1.0 + #define FXAA_QUALITY_P2 1.0 + #define FXAA_QUALITY_P3 1.0 + #define FXAA_QUALITY_P4 1.0 + #define FXAA_QUALITY_P5 1.5 + #define FXAA_QUALITY_P6 2.0 + #define FXAA_QUALITY_P7 2.0 + #define FXAA_QUALITY_P8 2.0 + #define FXAA_QUALITY_P9 2.0 + #define FXAA_QUALITY_P10 4.0 + #define FXAA_QUALITY_P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY_SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY_P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY_P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY_P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY_P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY_PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + +//---------------------------------------------------------------------------------- +// File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag +// SDK Version: v3.00 +// Email: gameworks@nvidia.com +// Site: http://developer.nvidia.com/ +// +// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of NVIDIA CORPORATION nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY +// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY +// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +// +//---------------------------------------------------------------------------------- +//#version 100 +/* +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; + + + +ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions + +precision highp float; + +vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y)); +void main() +{ +passPixelColor0 = FxaaPixelShader(passParameterSem1.xy, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); +} +*/ + +ivec2 resolution = textureSize(textureSrc,0); // Retrieve Texture Dimensions + +precision highp float; +vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y)); + +void main() +{ +colorOut0 = FxaaPixelShader(passUV.xy, textureSrc, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); +//colorOut0 = vec4(texture(textureSrc, passUV).rgb,1.0); +} diff --git a/Enhancements/MarioKart8_FXAA/rules.txt b/Enhancements/MarioKart8_FXAA/rules.txt new file mode 100644 index 00000000..a168ddc6 --- /dev/null +++ b/Enhancements/MarioKart8_FXAA/rules.txt @@ -0,0 +1,8 @@ +[Definition] +titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 +name = FXAA +path = "Mario Kart 8/Enhancements/FXAA" +description = FXAA brute forced +version = 4 + +#Cheers Skalfate, I'd prob never would have done this copypasta without your Xeno AA port.