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- #ifndef FXAA_GLSLF
- #define FXAA_GLSLF
- /*==============================================================================
- VARS
- ==============================================================================*/
- #var FXAA_BLEND4WEB 1
- #var FXAA_QUALITY_P12 0.0
- /*==============================================================================
- NVIDIA FXAA 3.11 by TIMOTHY LOTTES
- ------------------------------------------------------------------------------
- COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
- ------------------------------------------------------------------------------
- TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
- *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
- OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
- OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
- CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
- LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
- OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
- THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
- DAMAGES.
- ------------------------------------------------------------------------------
- INTEGRATION CHECKLIST
- ------------------------------------------------------------------------------
- (1.)
- In the shader source, setup defines for the desired configuration.
- When providing multiple shaders (for different presets),
- simply setup the defines differently in multiple files.
- Example,
- #define FXAA_PC 1
- #define FXAA_HLSL_5 1
- #define FXAA_QUALITY_PRESET 12
- Or,
- #define FXAA_360 1
-
- Or,
- #define FXAA_PS3 1
-
- Etc.
- (2.)
- Then include this file,
- #include "Fxaa3_11.h"
- (3.)
- Then call the FXAA pixel shader from within your desired shader.
- Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
- As for FXAA 3.11 all inputs for all shaders are the same
- to enable easy porting between platforms.
- return FxaaPixelShader(...);
- (4.)
- Insure pass prior to FXAA outputs RGBL (see next section).
- Or use,
- #define FXAA_GREEN_AS_LUMA 1
- (5.)
- Setup engine to provide the following constants
- which are used in the FxaaPixelShader() inputs,
- vec2 fxaaQualityRcpFrame,
- float fxaaQualitySubpix,
- float fxaaQualityEdgeThreshold,
- float fxaaQualityEdgeThresholdMin
- Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
- (6.)
- Have FXAA vertex shader run as a full screen triangle,
- and output "pos"
- such that inputs in the pixel shader provide,
- // {xy} = center of pixel
- vec2 pos,
- (7.)
- Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
- ------------------------------------------------------------------------------
- INTEGRATION - RGBL AND COLORSPACE
- ------------------------------------------------------------------------------
- FXAA3 requires RGBL as input unless the following is set,
- #define FXAA_GREEN_AS_LUMA 1
- In which case the engine uses green in place of luma,
- and requires RGB input is in a non-linear colorspace.
- RGB should be LDR (low dynamic range).
- Specifically do FXAA after tonemapping.
- RGB data as returned by a texture fetch can be non-linear,
- or linear when FXAA_GREEN_AS_LUMA is not set.
- Note an "sRGB format" texture counts as linear,
- because the result of a texture fetch is linear data.
- Regular "RGBA8" textures in the sRGB colorspace are non-linear.
- If FXAA_GREEN_AS_LUMA is not set,
- luma must be stored in the alpha channel prior to running FXAA.
- This luma should be in a perceptual space (could be gamma 2.0).
- Example pass before FXAA where output is gamma 2.0 encoded,
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- return color;
- To use FXAA,
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- color.a = dot(color.rgb, vec3(0.299, 0.587, 0.114)); // compute luma
- return color;
- Another example where output is linear encoded,
- say for instance writing to an sRGB formated render target,
- where the render target does the conversion back to sRGB after blending,
- color.rgb = ToneMap(color.rgb); // linear color output
- return color;
- To use FXAA,
- color.rgb = ToneMap(color.rgb); // linear color output
- color.a = sqrt(dot(color.rgb, vec3(0.299, 0.587, 0.114))); // compute luma
- return color;
- Getting luma correct is required for the algorithm to work correctly.
- ------------------------------------------------------------------------------
- BEING LINEARLY CORRECT?
- ------------------------------------------------------------------------------
- Applying FXAA to a framebuffer with linear RGB color will look worse.
- This is very counter intuitive, but happends to be true in this case.
- The reason is because dithering artifacts will be more visiable
- in a linear colorspace.
- ------------------------------------------------------------------------------
- COMPLEX INTEGRATION
- ------------------------------------------------------------------------------
- Q. What if the engine is blending into RGB before wanting to run FXAA?
- A. In the last opaque pass prior to FXAA,
- have the pass write out luma into alpha.
- Then blend into RGB only.
- FXAA should be able to run ok
- assuming the blending pass did not any add aliasing.
- This should be the common case for particles and common blending passes.
- A. Or use FXAA_GREEN_AS_LUMA.
- ============================================================================*/
- /*============================================================================
- INTEGRATION KNOBS
- ============================================================================*/
- //
- // FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
- // FXAA_360_OPT is a prototype for the new optimized 360 version.
- //
- // 1 = Use API.
- // 0 = Don't use API.
- //
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_PS3
- #define FXAA_PS3 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_360
- #define FXAA_360 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_360_OPT
- #define FXAA_360_OPT 0
- #endif
- /*==========================================================================*/
- #ifndef FXAA_PC
- //
- // FXAA Quality
- // The high quality PC algorithm.
- //
- #define FXAA_PC 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_PC_CONSOLE
- //
- // The console algorithm for PC is included
- // for developers targeting really low spec machines.
- // Likely better to just run FXAA_PC, and use a really low preset.
- //
- #define FXAA_PC_CONSOLE 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_GLSL_120
- #define FXAA_GLSL_120 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_GLSL_130
- #define FXAA_GLSL_130 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_HLSL_3
- #define FXAA_HLSL_3 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_HLSL_4
- #define FXAA_HLSL_4 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_HLSL_5
- #define FXAA_HLSL_5 0
- #endif
- /*==========================================================================*/
- #ifndef FXAA_GREEN_AS_LUMA
- //
- // For those using non-linear color,
- // and either not able to get luma in alpha, or not wanting to,
- // this enables FXAA to run using green as a proxy for luma.
- // So with this enabled, no need to pack luma in alpha.
- //
- // This will turn off AA on anything which lacks some amount of green.
- // Pure red and blue or combination of only R and B, will get no AA.
- //
- // Might want to lower the settings for
- // fxaaQualityEdgeThresholdMin
- // In order to insure AA does not get turned off on colors
- // which contain a minor amount of green.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_GREEN_AS_LUMA 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_EARLY_EXIT
- //
- // Controls algorithm's early exit path.
- // On PS3 turning this ON adds 2 cycles to the shader.
- // On 360 turning this OFF adds 10ths of a millisecond to the shader.
- // Turning this off on console will result in a more blurry image.
- // So this defaults to on.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_EARLY_EXIT 1
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_DISCARD
- //
- // Only valid for PC OpenGL currently.
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
- //
- // 1 = Use discard on pixels which don't need AA.
- // For APIs which enable concurrent TEX+ROP from same surface.
- // 0 = Return unchanged color on pixels which don't need AA.
- //
- #define FXAA_DISCARD 0
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_FAST_PIXEL_OFFSET
- //
- // Used for GLSL 120 only.
- //
- // 1 = GL API supports fast pixel offsets
- // 0 = do not use fast pixel offsets
- //
- #ifdef GL_EXT_gpu_shader4
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifndef FXAA_FAST_PIXEL_OFFSET
- #define FXAA_FAST_PIXEL_OFFSET 0
- #endif
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_GATHER4_ALPHA
- //
- // 1 = API supports gather4 on alpha channel.
- // 0 = API does not support gather4 on alpha channel.
- //
- #if (FXAA_HLSL_5 == 1)
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
- #endif
- /*============================================================================
- FXAA CONSOLE PS3 - TUNING KNOBS
- ============================================================================*/
- #ifndef FXAA_CONSOLE_PS3_EDGE_SHARPNESS
- //
- // Consoles the sharpness of edges on PS3 only.
- // Non-PS3 tuning is done with shader input.
- //
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- //
- // 8.0 is sharper
- // 4.0 is softer
- // 2.0 is really soft (good for vector graphics inputs)
- //
- #if 1
- #define FXAA_CONSOLE_PS3_EDGE_SHARPNESS 8.0
- #endif
- #if 0
- #define FXAA_CONSOLE_PS3_EDGE_SHARPNESS 4.0
- #endif
- #if 0
- #define FXAA_CONSOLE_PS3_EDGE_SHARPNESS 2.0
- #endif
- #endif
- /*--------------------------------------------------------------------------*/
- #ifndef FXAA_CONSOLE_PS3_EDGE_THRESHOLD
- //
- // Only effects PS3.
- // Non-PS3 tuning is done with shader input.
- //
- // The minimum amount of local contrast required to apply algorithm.
- // The console setting has a different mapping than the quality setting.
- //
- // This only applies when FXAA_EARLY_EXIT is 1.
- //
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 0.25 and 0.125.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- //
- // 0.125 leaves less aliasing, but is softer
- // 0.25 leaves more aliasing, and is sharper
- //
- #if 1
- #define FXAA_CONSOLE_PS3_EDGE_THRESHOLD 0.125
- #else
- #define FXAA_CONSOLE_PS3_EDGE_THRESHOLD 0.25
- #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
- // B4W begin
- #include <color_util.glslf>
- // B4W end
- /*============================================================================
- API PORTING
- ============================================================================*/
- float FxaaSat(float x) {
- return clamp(x, 0.0, 1.0);
- }
- /*--------------------------------------------------------------------------*/
- #if (FXAA_BLEND4WEB == 1)
- vec4 FxaaTexTop(sampler2D t, vec2 p) {
- return GLSL_TEXTURE(t, p);
- }
- vec4 FxaaTexOff(sampler2D t, vec2 p, vec2 o, vec2 r) {
- return GLSL_TEXTURE(t, p + (o * r));
- }
- #endif
- // B4W comment begin
- // #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
- // B4W comment end
- /*============================================================================
- GREEN AS LUMA OPTION SUPPORT FUNCTION
- ============================================================================*/
- // #if (FXAA_GREEN_AS_LUMA == 0)
- // float luma(vec4 rgba) { return rgba.w; }
- // #else
- // float luma(vec4 rgba) { return rgba.y; }
- // #endif
- // /*============================================================================
- // FXAA3 QUALITY - PC
- // ============================================================================*/
- // /*--------------------------------------------------------------------------*/
- vec4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- vec2 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)
- sampler2D tex,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- vec2 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
- float 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)
- float 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.
- float fxaaQualityEdgeThresholdMin
- ) {
- /*--------------------------------------------------------------------------*/
- vec2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- #if (FXAA_GATHER4_ALPHA == 1)
- // B4W comment begin
- // #if (FXAA_DISCARD == 0)
- // vec4 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)
- // vec4 luma4A = FxaaTexAlpha4(tex, posM);
- // vec4 luma4B = FxaaTexOffAlpha4(tex, posM, vec2(-1, -1));
- // #else
- // vec4 luma4A = FxaaTexGreen4(tex, posM);
- // vec4 luma4B = FxaaTexOffGreen4(tex, posM, vec2(-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
- // B4W comment end
- #else
- vec4 rgbyM = FxaaTexTop(tex, posM);
- float lumaM = luma(rgbyM);
- float lumaS = luma(FxaaTexOff(tex, posM, vec2( 0, 1), fxaaQualityRcpFrame.xy));
- float lumaE = luma(FxaaTexOff(tex, posM, vec2( 1, 0), fxaaQualityRcpFrame.xy));
- float lumaN = luma(FxaaTexOff(tex, posM, vec2( 0,-1), fxaaQualityRcpFrame.xy));
- float lumaW = luma(FxaaTexOff(tex, posM, vec2(-1, 0), fxaaQualityRcpFrame.xy));
- #endif
- /*--------------------------------------------------------------------------*/
- float maxSM = max(lumaS, lumaM);
- float minSM = min(lumaS, lumaM);
- float maxESM = max(lumaE, maxSM);
- float minESM = min(lumaE, minSM);
- float maxWN = max(lumaN, lumaW);
- float minWN = min(lumaN, lumaW);
- float rangeMax = max(maxWN, maxESM);
- float rangeMin = min(minWN, minESM);
- float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- float range = rangeMax - rangeMin;
- float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- bool earlyExit = range < rangeMaxClamped;
- /*--------------------------------------------------------------------------*/
- if(earlyExit)
- return rgbyM;
- /*--------------------------------------------------------------------------*/
- #if (FXAA_GATHER4_ALPHA == 0)
- float lumaNW = luma(FxaaTexOff(tex, posM, vec2(-1,-1), fxaaQualityRcpFrame.xy));
- float lumaSE = luma(FxaaTexOff(tex, posM, vec2( 1, 1), fxaaQualityRcpFrame.xy));
- float lumaNE = luma(FxaaTexOff(tex, posM, vec2( 1,-1), fxaaQualityRcpFrame.xy));
- float lumaSW = luma(FxaaTexOff(tex, posM, vec2(-1, 1), fxaaQualityRcpFrame.xy));
- #else
- // B4W comment begin
- // float lumaNE = luma(FxaaTexOff(tex, posM, vec2(1, -1), fxaaQualityRcpFrame.xy));
- // float lumaSW = luma(FxaaTexOff(tex, posM, vec2(-1, 1), fxaaQualityRcpFrame.xy));
- // B4W comment end
- #endif
- /*--------------------------------------------------------------------------*/
- float lumaNS = lumaN + lumaS;
- float lumaWE = lumaW + lumaE;
- float subpixRcpRange = 1.0/range;
- float subpixNSWE = lumaNS + lumaWE;
- float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- float edgeVert1 = (-2.0 * lumaM) + lumaWE;
- /*--------------------------------------------------------------------------*/
- float lumaNESE = lumaNE + lumaSE;
- float lumaNWNE = lumaNW + lumaNE;
- float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
- /*--------------------------------------------------------------------------*/
- float lumaNWSW = lumaNW + lumaSW;
- float lumaSWSE = lumaSW + lumaSE;
- float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- float edgeHorz = abs(edgeHorz3) + edgeHorz4;
- float edgeVert = abs(edgeVert3) + edgeVert4;
- /*--------------------------------------------------------------------------*/
- float subpixNWSWNESE = lumaNWSW + lumaNESE;
- float lengthSign = fxaaQualityRcpFrame.x;
- bool horzSpan = edgeHorz >= edgeVert;
- float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
- /*--------------------------------------------------------------------------*/
- if(!horzSpan) lumaN = lumaW;
- if(!horzSpan) lumaS = lumaE;
- if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
- float subpixB = (subpixA * (1.0/12.0)) - lumaM;
- /*--------------------------------------------------------------------------*/
- float gradientN = lumaN - lumaM;
- float gradientS = lumaS - lumaM;
- float lumaNN = lumaN + lumaM;
- float lumaSS = lumaS + lumaM;
- bool pairN = abs(gradientN) >= abs(gradientS);
- float gradient = max(abs(gradientN), abs(gradientS));
- if(pairN) lengthSign = -lengthSign;
- float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
- /*--------------------------------------------------------------------------*/
- vec2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- vec2 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;
- /*--------------------------------------------------------------------------*/
- vec2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
- vec2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
- float subpixD = ((-2.0)*subpixC) + 3.0;
- float lumaEndN = luma(FxaaTexTop(tex, posN));
- float subpixE = subpixC * subpixC;
- float lumaEndP = luma(FxaaTexTop(tex, posP));
- /*--------------------------------------------------------------------------*/
- if(!pairN) lumaNN = lumaSS;
- float gradientScaled = gradient * 1.0/4.0;
- float lumaMM = lumaM - lumaNN * 0.5;
- float subpixF = subpixD * subpixE;
- bool lumaMLTZero = lumaMM < 0.0;
- /*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- bool doneN = abs(lumaEndN) >= gradientScaled;
- bool doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
- bool 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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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 = luma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = luma(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
- /*--------------------------------------------------------------------------*/
- }
- /*--------------------------------------------------------------------------*/
- float dstN = posM.x - posN.x;
- float dstP = posP.x - posM.x;
- if(!horzSpan) dstN = posM.y - posN.y;
- if(!horzSpan) dstP = posP.y - posM.y;
- /*--------------------------------------------------------------------------*/
- bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- float spanLength = (dstP + dstN);
- bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- float spanLengthRcp = 1.0/spanLength;
- /*--------------------------------------------------------------------------*/
- bool directionN = dstN < dstP;
- float dst = min(dstN, dstP);
- bool goodSpan = directionN ? goodSpanN : goodSpanP;
- float subpixG = subpixF * subpixF;
- float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- float subpixH = subpixG * fxaaQualitySubpix;
- /*--------------------------------------------------------------------------*/
- float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
- if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
- #if (FXAA_DISCARD == 1) || (FXAA_BLEND4WEB == 1)
- return FxaaTexTop(tex, posM);
- #else
- return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
- #endif
- }
- /*==========================================================================*/
- #endif
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