mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-28 12:24:14 +01:00
24b9b1eb29
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
1175 lines
50 KiB
Plaintext
1175 lines
50 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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// This shaders was auto-converted (and manually adjusted) from OpenGL to Cemu so expect weird code and possible errors.
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// shader 59df1c7e1806366c - Anti-aliasing Shader - Dumped 1.14
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#define preset 1
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#define moreaa 0.0
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#define lessaa 0.0
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#if (preset == 0) // Native AA Disabled
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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passPixelColor0 = texture(textureUnitPS1, passParameterSem1.xy); // textureunitps1 is the one with all the colors vs unitps0 which is red viewport
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}
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#endif
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#if (preset == 1) // Native AA Enabled
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions
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float resRatio = ( (float(resDim.x)/1280.0) + moreaa ) - lessaa; // retrieve resolution ratio, and calculate the total
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float resX = (float(resDim.x)/1280.0);
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float resY = (float(resDim.y)/720.0);
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0 / resRatio); // Important line
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R1i = floatBitsToInt(passParameterSem1);
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if( activeMaskStackC[1] == true ) {
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R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw * resRatio); // Important line
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R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x / resRatio); // Important line
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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backupReg0i = R2i.x;
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R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaab));
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PV0i.x = R2i.x;
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R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
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R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
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// 1
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PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
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PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
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// 2
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R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
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PV0i.y = R4i.y;
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R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y)));
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PV0i.z = R4i.z;
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// 3
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backupReg0i = R0i.x;
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x) / resX); // Important line
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PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
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PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
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// 4
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R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
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R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y) / resY)); // Important line
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// 5
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backupReg0i = R0i.x;
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predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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if( (0 == 0)) discard;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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// 0
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R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0))));
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PV0i.x = R127i.x;
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PV0i.y = R127i.x;
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PV0i.z = R127i.x;
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PV0i.w = R127i.x;
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R127i.z = 0;
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PS0i = R127i.z;
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// 1
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0)));
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PV1i.x = tempi.x; // Important
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PV1i.y = tempi.x; // Important
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.y = tempi.x;
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R4i.w = 0x3f800000;
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PS1i = R4i.w;
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// 2
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 3
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
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PS1i = floatBitsToInt(tempResultf);
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// 4
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
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PV0i.x = R127i.x;
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
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PV0i.w = R127i.w;
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// 5
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PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x));
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
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// 6
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R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
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R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y)));
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PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
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R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
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PS0i = R2i.y;
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// 7
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z));
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// 8
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
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// 9
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PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
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PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
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// 10
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PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
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// 11
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PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
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// 12
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z));
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// 13
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
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R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x)));
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R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
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R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
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}
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if( activeMaskStackC[1] == true ) {
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R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
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R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz);
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R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
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R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z));
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
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// 1
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x));
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R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
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PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y));
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PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
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// 2
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i)));
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PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25);
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R127i.z = PV1i.x;
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
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R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z)));
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PV0i.w = R127i.w;
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R126i.y = PV1i.w;
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
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PS0i = R126i.y;
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// 3
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PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0));
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PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
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R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y)));
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R126i.w = R127i.y;
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R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
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// 4
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R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
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PV0i.w = R123i.w;
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// 5
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R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
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R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
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R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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}
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#endif
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#if (preset == 2) // Nvidia FXAA Enabled
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.0312 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_QUALITY_PRESET 14
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_DISCARD 0
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#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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/*--------------------------------------------------------------------------*/
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/*==========================================================================*/
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#ifndef FXAA_GREEN_AS_LUMA
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//
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_EARLY_EXIT
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this ON adds 2 cycles to the shader.
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// On 360 turning this OFF adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_EARLY_EXIT 1
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_DISCARD
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//
|
|
// 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.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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//#version 100
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions
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precision highp float;
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vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
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void main()
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{
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passPixelColor0 = FxaaPixelShader(passParameterSem1.xy, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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}
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#endif
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