mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 21:04:14 +01:00
8433e2253c
Also new website! We've got the version2 branch if people want to search in those files.
515 lines
22 KiB
Plaintext
515 lines
22 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_EXT_gpu_shader4 : enable
|
|
// shader f14bb57cd5c9cb77
|
|
// Used for: Removing/Restoring the native BotW Anti-Aliasing implementation in inventory screen
|
|
|
|
#define preset $preset
|
|
|
|
#if (preset == 0)
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(location = 0) in vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
void main()
|
|
{
|
|
passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
|
|
}
|
|
#endif
|
|
|
|
#if (preset == 1)
|
|
uniform ivec4 uf_remappedPS[4];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(location = 0) in vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
ivec2 resDim = textureSize2D(textureUnitPS0,0);
|
|
const float resXScale = float(resDim.x)/1280;
|
|
const float resYScale = float(resDim.y)/720;
|
|
int clampFI32(int v)
|
|
{
|
|
if( v == 0x7FFFFFFF )
|
|
return floatBitsToInt(1.0);
|
|
else if( v == 0xFFFFFFFF )
|
|
return floatBitsToInt(0.0);
|
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
|
}
|
|
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R3f = vec4(0.0);
|
|
vec4 R123f = vec4(0.0);
|
|
vec4 R126f = vec4(0.0);
|
|
vec4 R127f = vec4(0.0);
|
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
|
float PS0f = 0.0, PS1f = 0.0;
|
|
vec4 tempf = vec4(0.0);
|
|
float tempResultf;
|
|
int tempResulti;
|
|
ivec4 ARi = ivec4(0);
|
|
bool predResult = true;
|
|
bool activeMaskStack[2];
|
|
bool activeMaskStackC[3];
|
|
activeMaskStack[0] = false;
|
|
activeMaskStackC[0] = false;
|
|
activeMaskStackC[1] = false;
|
|
activeMaskStack[0] = true;
|
|
activeMaskStackC[0] = true;
|
|
activeMaskStackC[1] = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0f = passParameterSem2;
|
|
if( activeMaskStackC[1] == true ) {
|
|
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
}
|
|
if( activeMaskStackC[1] == true ) {
|
|
activeMaskStack[1] = activeMaskStack[0];
|
|
activeMaskStackC[2] = activeMaskStackC[1];
|
|
// 0
|
|
PV0f.x = R1f.w + -(R1f.x);
|
|
PV0f.y = R1f.z + -(R1f.y);
|
|
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
|
|
R127f.w = min(R1f.z, R1f.x);
|
|
R127f.x = min(R1f.w, R1f.y);
|
|
PS0f = R127f.x;
|
|
// 1
|
|
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
|
|
PV1f.x = R123f.x;
|
|
PV1f.y = max(R1f.z, R1f.x);
|
|
R127f.z = PV0f.y + -(PV0f.x);
|
|
PV1f.z = R127f.z;
|
|
R126f.w = PV0f.y + PV0f.x;
|
|
PV1f.w = R126f.w;
|
|
PS1f = max(R1f.w, R1f.y);
|
|
// 2
|
|
PV0f.x = max(PV1f.z, -(PV1f.z));
|
|
PV0f.y = max(PV1f.w, -(PV1f.w));
|
|
R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
|
|
PV0f.z = R123f.z;
|
|
PV0f.w = min(R127f.w, R127f.x);
|
|
PS0f = max(PV1f.y, PS1f);
|
|
// 3
|
|
PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
|
|
PV1f.y = max(PV0f.z, PS0f);
|
|
PV1f.z = min(PV0f.z, PV0f.w);
|
|
PV1f.w = min(PV0f.y, PV0f.x);
|
|
// 4
|
|
R1f.x = -(PV1f.z) + PV1f.y;
|
|
R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
|
|
PS0f = 1.0 / PV1f.w;
|
|
// 5
|
|
PV1f.x = mul_nonIEEE(R127f.z, PS0f);
|
|
PV1f.y = mul_nonIEEE(R126f.w, PS0f);
|
|
// 6
|
|
PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
|
|
PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
|
|
// 7
|
|
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
|
|
R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
|
|
// 8
|
|
predResult = (R1f.x > R0f.z);
|
|
activeMaskStack[1] = predResult;
|
|
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
|
}
|
|
else {
|
|
activeMaskStack[1] = false;
|
|
activeMaskStackC[2] = false;
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
backupReg0f = R3f.x;
|
|
backupReg0f = R3f.x;
|
|
R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x)/resXScale) + R0f.x);
|
|
R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)/resYScale) + R0f.y);
|
|
R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x)/resXScale)) + R0f.x);
|
|
PS0f = R1f.x;
|
|
// 1
|
|
backupReg0f = R1f.y;
|
|
R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y)/resYScale)) + R0f.y);
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
|
|
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
R127f.x = R0f.w + R1f.w;
|
|
R127f.x /= 2.0;
|
|
PV0f.x = R127f.x;
|
|
R127f.y = R0f.z + R1f.z;
|
|
R127f.y /= 2.0;
|
|
PV0f.y = R127f.y;
|
|
R127f.z = R0f.y + R1f.y;
|
|
R127f.z /= 2.0;
|
|
PV0f.z = R127f.z;
|
|
R127f.w = R0f.x + R1f.x;
|
|
R127f.w /= 2.0;
|
|
PV0f.w = R127f.w;
|
|
// 1
|
|
PV1f.x = R2f.w + -(PV0f.x);
|
|
PV1f.y = R2f.z + -(PV0f.y);
|
|
PV1f.z = R2f.y + -(PV0f.z);
|
|
PV1f.w = R2f.x + -(PV0f.w);
|
|
// 2
|
|
R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
|
|
R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
|
|
R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
|
|
R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
|
|
}
|
|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
|
// export
|
|
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
|
}
|
|
#endif
|
|
|
|
#if (preset == 2)
|
|
/*-----------------------------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.
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(location = 0) in vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
#define FXAA_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);
|
|
}
|
|
#endif |