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https://github.com/cemu-project/cemu_graphic_packs.git
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f40f861843
* Update and rename Resolutions/TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt Fixed up game name * Rename Resolutions/TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt fixed up game name * Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt name fix * Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt name fix * Update rules.txt Korok Forest Hetsu Menu Fix * Update rules.txt Korok Hetsu Menu Fix * Update 0f2b9ee517917425_00000000000003c9_ps.txt Inventory aa slight upgrade * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt small fix up * Rename Enhancements/TropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt name fix * Rename Enhancements/TropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt name fix * Rename Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt name fix * Rename Enhancements/TropicalFreeze_!AARemoval/rules.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/rules.txt name fix * Delete 497a209b49886520_0000000000000000_vs.txt not needed hopefully * Update and rename Enhancements/XenobladeX_!AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt to Enhancements/XenobladeX_AntiAliasing/59df1c7e1806366c_00000000000003c9_ps.txt Proper Native AA and FXAA * Update and rename Enhancements/XenobladeX_!AARemoval/rules.txt to Enhancements/XenobladeX_AntiAliasing/rules.txt presets yeah baby
1074 lines
45 KiB
Plaintext
1074 lines
45 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_EXT_gpu_shader4 : enable
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// shader f14bb57cd5c9cb77 - dumped 1.15
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation
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#define preset $preset
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#define wSharper $worldSharper
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#define wBlurrier $worldBlurrier
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#if (preset == 0) // Native AA Disabled
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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void main()
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{
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passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
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}
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#endif
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#if (preset == 1) // Native AA Enabled
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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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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ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
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float wresX = ( (float(resDim.x)/1280.0) + wSharper ) - wBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
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float wresY = ( (float(resDim.y)/720.0) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0); // Important variable
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0); // Important variable
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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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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PV0f.x = R1f.w + -(R1f.x);
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PV0f.y = R1f.z + -(R1f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * wresX ) + PV0f.z); // Important line - multiply y - bundled with main point of interests looks better
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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PV1f.z = R127f.z;
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R126f.w = PV0f.y + PV0f.x;
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PV1f.w = R126f.w;
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PS1f = max(R1f.w, R1f.y);
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// 2
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PV0f.x = max(PV1f.z, -(PV1f.z));
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PV0f.y = max(PV1f.w, -(PV1f.w));
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R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
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PV0f.z = R123f.z;
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PV0f.w = min(R127f.w, R127f.x);
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PS0f = max(PV1f.y, PS1f);
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// 3
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PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
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PV1f.y = max(PV0f.z, PS0f);
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PV1f.z = min(PV0f.z, PV0f.w);
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PV1f.w = min(PV0f.y, PV0f.x);
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// 4 ---Point of Interest
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R1f.x = -(PV1f.z) + PV1f.y;
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R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y)); // Important - Divide looks blurrier/fuzzy and multiply looks sharper good
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PS0f = 1.0 / PV1f.w; // Important line affects aliasing strongly, increasing it is blurier and decreasing sharpens
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// 5
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PV1f.x = mul_nonIEEE(R127f.z, PS0f);
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PV1f.y = mul_nonIEEE(R126f.w, PS0f);
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// 6
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PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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// 7 --- Point of Interest
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); // Important - Another way to do it - Divide looks sharper and better and multiply looks blurier fuzzy
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); // Important - Another Way to do it - Divide looks sharper and better and multiply looks blurier fuzzy
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// 8
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predResult = (R1f.x > R0f.z);
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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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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) / wresX ) + R0f.x); // Original Implementation divided x
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / wresY ) + R0f.y); // Original Implementation divided y
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) / wresX )) + R0f.x); // Original Implementation divided x
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PS0f = R1f.x;
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// 1
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) / wresY )) + R0f.y); // Original Implementation divided y
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}
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if( activeMaskStackC[2] == true ) {
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R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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PV0f.w = R127f.w;
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// 1
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PV1f.x = R2f.w + -(PV0f.x);
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PV1f.y = R2f.z + -(PV0f.y);
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PV1f.z = R2f.y + -(PV0f.z);
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PV1f.w = R2f.x + -(PV0f.w);
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// 2
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R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
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R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
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R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
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R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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#endif
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#if (preset == 2) // FXAA
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/*-----------------------------settings-------------------------------------*/
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#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $edgeThresholdMin //[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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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_FAST_PIXEL_OFFSET
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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#ifdef GL_EXT_gpu_shader4
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifndef FXAA_FAST_PIXEL_OFFSET
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#define FXAA_FAST_PIXEL_OFFSET 0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GATHER4_ALPHA
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifndef FXAA_GATHER4_ALPHA
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#endif
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/*============================================================================
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FXAA QUALITY - TUNING KNOBS
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------------------------------------------------------------------------------
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NOTE the other tuning knobs are now in the shader function inputs!
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============================================================================*/
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#ifndef FXAA_QUALITY__PRESET
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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#define FXAA_QUALITY__PRESET 12
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#endif
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/*============================================================================
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FXAA QUALITY - PRESETS
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============================================================================*/
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/*============================================================================
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FXAA QUALITY - MEDIUM DITHER PRESETS
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============================================================================*/
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#if (FXAA_QUALITY__PRESET == 10)
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#define FXAA_QUALITY__PS 3
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#define FXAA_QUALITY__P0 1.5
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#define FXAA_QUALITY__P1 3.0
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#define FXAA_QUALITY__P2 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 11)
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#define FXAA_QUALITY__PS 4
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 3.0
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#define FXAA_QUALITY__P3 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 12)
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#define FXAA_QUALITY__PS 5
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 4.0
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#define FXAA_QUALITY__P4 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 13)
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#define FXAA_QUALITY__PS 6
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 4.0
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#define FXAA_QUALITY__P5 12.0
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_QUALITY__PRESET == 14)
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#define FXAA_QUALITY__PS 7
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 4.0
|
|
#define FXAA_QUALITY__P6 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 15)
|
|
#define FXAA_QUALITY__PS 8
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 4.0
|
|
#define FXAA_QUALITY__P7 12.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - LOW DITHER PRESETS
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY__PRESET == 20)
|
|
#define FXAA_QUALITY__PS 3
|
|
#define FXAA_QUALITY__P0 1.5
|
|
#define FXAA_QUALITY__P1 2.0
|
|
#define FXAA_QUALITY__P2 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 21)
|
|
#define FXAA_QUALITY__PS 4
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 22)
|
|
#define FXAA_QUALITY__PS 5
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 23)
|
|
#define FXAA_QUALITY__PS 6
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 24)
|
|
#define FXAA_QUALITY__PS 7
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 3.0
|
|
#define FXAA_QUALITY__P6 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 25)
|
|
#define FXAA_QUALITY__PS 8
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 4.0
|
|
#define FXAA_QUALITY__P7 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 26)
|
|
#define FXAA_QUALITY__PS 9
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 2.0
|
|
#define FXAA_QUALITY__P7 4.0
|
|
#define FXAA_QUALITY__P8 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 27)
|
|
#define FXAA_QUALITY__PS 10
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 2.0
|
|
#define FXAA_QUALITY__P7 2.0
|
|
#define FXAA_QUALITY__P8 4.0
|
|
#define FXAA_QUALITY__P9 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 28)
|
|
#define FXAA_QUALITY__PS 11
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 2.0
|
|
#define FXAA_QUALITY__P7 2.0
|
|
#define FXAA_QUALITY__P8 2.0
|
|
#define FXAA_QUALITY__P9 4.0
|
|
#define FXAA_QUALITY__P10 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PRESET == 29)
|
|
#define FXAA_QUALITY__PS 12
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.5
|
|
#define FXAA_QUALITY__P2 2.0
|
|
#define FXAA_QUALITY__P3 2.0
|
|
#define FXAA_QUALITY__P4 2.0
|
|
#define FXAA_QUALITY__P5 2.0
|
|
#define FXAA_QUALITY__P6 2.0
|
|
#define FXAA_QUALITY__P7 2.0
|
|
#define FXAA_QUALITY__P8 2.0
|
|
#define FXAA_QUALITY__P9 2.0
|
|
#define FXAA_QUALITY__P10 4.0
|
|
#define FXAA_QUALITY__P11 8.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - EXTREME QUALITY
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY__PRESET == 39)
|
|
#define FXAA_QUALITY__PS 12
|
|
#define FXAA_QUALITY__P0 1.0
|
|
#define FXAA_QUALITY__P1 1.0
|
|
#define FXAA_QUALITY__P2 1.0
|
|
#define FXAA_QUALITY__P3 1.0
|
|
#define FXAA_QUALITY__P4 1.0
|
|
#define FXAA_QUALITY__P5 1.5
|
|
#define FXAA_QUALITY__P6 2.0
|
|
#define FXAA_QUALITY__P7 2.0
|
|
#define FXAA_QUALITY__P8 2.0
|
|
#define FXAA_QUALITY__P9 2.0
|
|
#define FXAA_QUALITY__P10 4.0
|
|
#define FXAA_QUALITY__P11 8.0
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
API PORTING
|
|
|
|
============================================================================*/
|
|
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
|
|
#define FxaaBool bool
|
|
#define FxaaDiscard discard
|
|
#define FxaaFloat float
|
|
#define FxaaFloat2 vec2
|
|
#define FxaaFloat3 vec3
|
|
#define FxaaFloat4 vec4
|
|
#define FxaaHalf float
|
|
#define FxaaHalf2 vec2
|
|
#define FxaaHalf3 vec3
|
|
#define FxaaHalf4 vec4
|
|
#define FxaaInt2 ivec2
|
|
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
|
#define FxaaTex sampler2D
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_120 == 1)
|
|
// Requires,
|
|
// #version 120
|
|
// And at least,
|
|
// #extension GL_EXT_gpu_shader4 : enable
|
|
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
|
|
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
|
#else
|
|
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
|
|
#endif
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
// use #extension GL_ARB_gpu_shader5 : enable
|
|
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
|
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
|
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
|
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
|
#endif
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GLSL_130 == 1)
|
|
// Requires "#version 130" or better
|
|
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
// use #extension GL_ARB_gpu_shader5 : enable
|
|
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
|
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
|
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
|
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
|
#endif
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
|
|
/*============================================================================
|
|
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
|
============================================================================*/
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
|
|
#else
|
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
|
#endif
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
#if (FXAA_PC == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat4 FxaaPixelShader(
|
|
//
|
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
|
// {xy} = center of pixel
|
|
FxaaFloat2 pos,
|
|
//
|
|
// Input color texture.
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// if (FXAA_GREEN_AS_LUMA == 0)
|
|
// {___a} = luma in perceptual color space (not linear)
|
|
FxaaTex tex,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This must be from a constant/uniform.
|
|
// {x_} = 1.0/screenWidthInPixels
|
|
// {_y} = 1.0/screenHeightInPixels
|
|
FxaaFloat2 fxaaQualityRcpFrame,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY__SUBPIX define.
|
|
// It is here now to allow easier tuning.
|
|
// Choose the amount of sub-pixel aliasing removal.
|
|
// This can effect sharpness.
|
|
// 1.00 - upper limit (softer)
|
|
// 0.75 - default amount of filtering
|
|
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
|
// 0.25 - almost off
|
|
// 0.00 - completely off
|
|
FxaaFloat fxaaQualitySubpix,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
|
|
// It is here now to allow easier tuning.
|
|
// The minimum amount of local contrast required to apply algorithm.
|
|
// 0.333 - too little (faster)
|
|
// 0.250 - low quality
|
|
// 0.166 - default
|
|
// 0.125 - high quality
|
|
// 0.063 - overkill (slower)
|
|
FxaaFloat fxaaQualityEdgeThreshold,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
|
|
// It is here now to allow easier tuning.
|
|
// Trims the algorithm from processing darks.
|
|
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
|
// 0.0625 - high quality (faster)
|
|
// 0.0312 - visible limit (slower)
|
|
// Special notes when using FXAA_GREEN_AS_LUMA,
|
|
// Likely want to set this to zero.
|
|
// As colors that are mostly not-green
|
|
// will appear very dark in the green channel!
|
|
// Tune by looking at mostly non-green content,
|
|
// then start at zero and increase until aliasing is a problem.
|
|
FxaaFloat fxaaQualityEdgeThresholdMin
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat2 posM;
|
|
posM.x = pos.x;
|
|
posM.y = pos.y;
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
#if (FXAA_DISCARD == 0)
|
|
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
#define lumaM rgbyM.w
|
|
#else
|
|
#define lumaM rgbyM.y
|
|
#endif
|
|
#endif
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
|
|
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
|
|
#else
|
|
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
|
|
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
|
|
#endif
|
|
#if (FXAA_DISCARD == 1)
|
|
#define lumaM luma4A.w
|
|
#endif
|
|
#define lumaE luma4A.z
|
|
#define lumaS luma4A.x
|
|
#define lumaSE luma4A.y
|
|
#define lumaNW luma4B.w
|
|
#define lumaN luma4B.z
|
|
#define lumaW luma4B.x
|
|
#else
|
|
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
#define lumaM rgbyM.w
|
|
#else
|
|
#define lumaM rgbyM.y
|
|
#endif
|
|
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat maxSM = max(lumaS, lumaM);
|
|
FxaaFloat minSM = min(lumaS, lumaM);
|
|
FxaaFloat maxESM = max(lumaE, maxSM);
|
|
FxaaFloat minESM = min(lumaE, minSM);
|
|
FxaaFloat maxWN = max(lumaN, lumaW);
|
|
FxaaFloat minWN = min(lumaN, lumaW);
|
|
FxaaFloat rangeMax = max(maxWN, maxESM);
|
|
FxaaFloat rangeMin = min(minWN, minESM);
|
|
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
|
FxaaFloat range = rangeMax - rangeMin;
|
|
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
|
FxaaBool earlyExit = range < rangeMaxClamped;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(earlyExit)
|
|
#if (FXAA_DISCARD == 1)
|
|
FxaaDiscard;
|
|
#else
|
|
return rgbyM;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GATHER4_ALPHA == 0)
|
|
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
#else
|
|
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
|
|
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaNS = lumaN + lumaS;
|
|
FxaaFloat lumaWE = lumaW + lumaE;
|
|
FxaaFloat subpixRcpRange = 1.0/range;
|
|
FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
|
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
|
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaNESE = lumaNE + lumaSE;
|
|
FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
|
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
|
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
|
FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
|
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
|
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
|
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
|
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
|
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
|
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
|
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
|
FxaaBool horzSpan = edgeHorz >= edgeVert;
|
|
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!horzSpan) lumaN = lumaW;
|
|
if(!horzSpan) lumaS = lumaE;
|
|
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
|
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat gradientN = lumaN - lumaM;
|
|
FxaaFloat gradientS = lumaS - lumaM;
|
|
FxaaFloat lumaNN = lumaN + lumaM;
|
|
FxaaFloat lumaSS = lumaS + lumaM;
|
|
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
|
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
|
if(pairN) lengthSign = -lengthSign;
|
|
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat2 posB;
|
|
posB.x = posM.x;
|
|
posB.y = posM.y;
|
|
FxaaFloat2 offNP;
|
|
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
|
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
|
if(!horzSpan) posB.x += lengthSign * 0.5;
|
|
if( horzSpan) posB.y += lengthSign * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat2 posN;
|
|
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
|
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
|
FxaaFloat2 posP;
|
|
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
|
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
|
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
|
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
|
FxaaFloat subpixE = subpixC * subpixC;
|
|
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!pairN) lumaNN = lumaSS;
|
|
FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
|
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
|
FxaaFloat subpixF = subpixD * subpixE;
|
|
FxaaBool lumaMLTZero = lumaMM < 0.0;
|
|
/*--------------------------------------------------------------------------*/
|
|
lumaEndN -= lumaNN * 0.5;
|
|
lumaEndP -= lumaNN * 0.5;
|
|
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
|
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
|
FxaaBool doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 3)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 4)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 5)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 6)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 7)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 8)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 9)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 10)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 11)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY__PS > 12)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
|
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat dstN = posM.x - posN.x;
|
|
FxaaFloat dstP = posP.x - posM.x;
|
|
if(!horzSpan) dstN = posM.y - posN.y;
|
|
if(!horzSpan) dstP = posP.y - posM.y;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
|
FxaaFloat spanLength = (dstP + dstN);
|
|
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
|
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaBool directionN = dstN < dstP;
|
|
FxaaFloat dst = min(dstN, dstP);
|
|
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
|
FxaaFloat subpixG = subpixF * subpixF;
|
|
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
|
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
|
/*--------------------------------------------------------------------------*/
|
|
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
#if (FXAA_DISCARD == 1)
|
|
return FxaaTexTop(tex, posM);
|
|
#else
|
|
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
|
#endif
|
|
}
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag
|
|
// SDK Version: v3.00
|
|
// Email: gameworks@nvidia.com
|
|
// Site: http://developer.nvidia.com/
|
|
//
|
|
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without
|
|
// modification, are permitted provided that the following conditions
|
|
// are met:
|
|
// * Redistributions of source code must retain the above copyright
|
|
// notice, this list of conditions and the following disclaimer.
|
|
// * Redistributions in binary form must reproduce the above copyright
|
|
// notice, this list of conditions and the following disclaimer in the
|
|
// documentation and/or other materials provided with the distribution.
|
|
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
|
// contributors may be used to endorse or promote products derived
|
|
// from this software without specific prior written permission.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
|
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
|
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
//#version 100
|
|
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(location = 0) in vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
ivec2 resolution = textureSize2D(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert
|
|
float wresRatio = float(resolution.x)/1280; // Needed in multiplying
|
|
|
|
precision highp float;
|
|
|
|
vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
|
|
void main()
|
|
{
|
|
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
|
|
}
|
|
|
|
#endif
|