mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-25 01:11:49 +01:00
e82e1f0563
Replace game's post-aa with fxaa3.11 pc version, more performance heavy. Some settings can be tweaked, see rules.txt.
351 lines
16 KiB
Plaintext
351 lines
16 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 0.70 //[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 f14bb57cd5c9cb77
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// fxaa in game
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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
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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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FxaaFloat dstN = posM.x - posN.x;
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FxaaFloat dstP = posP.x - posM.x;
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if(!horzSpan) dstN = posM.y - posN.y;
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if(!horzSpan) dstP = posP.y - posM.y;
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FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
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FxaaFloat spanLength = (dstP + dstN);
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FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
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FxaaFloat spanLengthRcp = 1.0/spanLength;
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FxaaBool directionN = dstN < dstP;
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FxaaFloat dst = min(dstN, dstP);
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FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
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FxaaFloat subpixG = subpixF * subpixF;
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FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
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FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
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FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
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FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
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if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
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if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
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return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
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}
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vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
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void main()
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{
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passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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}
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