diff --git a/data/examples/shaders/filter/fxaa.effect b/data/examples/shaders/filter/fxaa.effect index 161112ad..fc6603ad 100644 --- a/data/examples/shaders/filter/fxaa.effect +++ b/data/examples/shaders/filter/fxaa.effect @@ -96,7 +96,7 @@ uniform float _300_EdgeThresholdMin< > = 8.33; // ======================================== // -// Functionality +// FXAA Functionality // ======================================== // // This is a bit of a mess, but it is necessary to get things to work. We're // dealing with multiple unusual restrictions here, all of which are from @@ -121,42 +121,66 @@ uniform float _300_EdgeThresholdMin< #define FxaaTex texture2d #ifdef GS_DEVICE_OPENGL #define FxaaSat(x) clamp(x, 0., 1.) - #define FxaaTexTop(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) #else #define FxaaSat(x) saturate(x) - #define FxaaTexTop(t, p) t.SampleLevel(PointClampSampler, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.SampleLevel(PointClampSampler, p, 0.0, o) + #define FxaaTexTop(t, p) t.SampleLevel(PointClampSampler, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.SampleLevel(PointClampSampler, p, 0.0, o) #endif // Actual Functionality starts here. FxaaUInt quality_stages() { - FxaaUInt stages = FxaaUInt(_000_QualityPreset) % 10; - return (3 + stages); + FxaaUInt stages = FxaaUInt(_000_QualityPreset) % 10u; + return 3u + stages; } FxaaFloat quality_value(in FxaaUInt stage) { - const FxaaFloat preset_00[12] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; + #ifdef GS_DEVICE_OPENGL + const FxaaFloat preset_00[12u] = FxaaFloat[12u]( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); // 1.x - const FxaaFloat preset_10[12] = { 1.5, 3.0, 12.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_11[12] = { 1.0, 1.5, 3.0, 12.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_12[12] = { 1.0, 1.5, 2.0, 4.0, 12.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_13[12] = { 1.0, 1.5, 2.0, 2.0, 4.0, 12.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_14[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 4.0, 12.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_15[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 12.0, 0.0, 0.0, 0.0, 0.0}; + const FxaaFloat preset_10[12u] = FxaaFloat[12u]( 1.5f, 3.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_11[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 3.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_12[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_13[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_14[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_15[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f); // 2.x - const FxaaFloat preset_20[12] = { 1.5, 2.0, 8.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_21[12] = { 1.0, 1.5, 2.0, 8.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_22[12] = { 1.0, 1.5, 2.0, 2.0, 8.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_23[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 8.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_24[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 3.0, 8.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_25[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0, 0.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_26[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0, 0.0, 0.0, 0.0}; - const FxaaFloat preset_27[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0, 0.0, 0.0}; - const FxaaFloat preset_28[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0, 0.0}; - const FxaaFloat preset_29[12] = { 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0}; + const FxaaFloat preset_20[12u] = FxaaFloat[12u]( 1.5f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_21[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_22[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_23[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_24[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 3.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_25[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_26[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f, 0.0f); + const FxaaFloat preset_27[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f); + const FxaaFloat preset_28[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f); + const FxaaFloat preset_29[12u] = FxaaFloat[12u]( 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f); // 3.x - const FxaaFloat preset_39[12] = { 1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0}; + const FxaaFloat preset_39[12u] = FxaaFloat[12u]( 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f); + #else + const FxaaFloat preset_00[12u] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + // 1.x + const FxaaFloat preset_10[12u] = { 1.5f, 3.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_11[12u] = { 1.0f, 1.5f, 3.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_12[12u] = { 1.0f, 1.5f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_13[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_14[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_15[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + // 2.x + const FxaaFloat preset_20[12u] = { 1.5f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_21[12u] = { 1.0f, 1.5f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_22[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_23[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_24[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 3.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_25[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_26[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f, 0.0f}; + const FxaaFloat preset_27[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f, 0.0f}; + const FxaaFloat preset_28[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f, 0.0f}; + const FxaaFloat preset_29[12u] = { 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f}; + // 3.x + const FxaaFloat preset_39[12u] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.5f, 2.0f, 2.0f, 2.0f, 2.0f, 4.0f, 8.0f}; + #endif switch (_000_QualityPreset) { case 10: return preset_10[stage]; @@ -209,239 +233,239 @@ FxaaBool FxaaStep(in FxaaTex tex, } 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 + // + // 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 ) { // ======================================== // Similar to 3.11 - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #ifdef FXAA_GATHER4_ALPHA - #ifdef FXAA_DISCARD - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #ifndef FXAA_GREEN_AS_LUMA - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #ifndef FXAA_GREEN_AS_LUMA - 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 - #ifdef FXAA_DISCARD - #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); - #ifndef FXAA_GREEN_AS_LUMA - #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 + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #ifdef FXAA_GATHER4_ALPHA + #ifdef FXAA_DISCARD + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #ifndef FXAA_GREEN_AS_LUMA + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #ifndef FXAA_GREEN_AS_LUMA + 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 + #ifdef FXAA_DISCARD + #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); + #ifndef FXAA_GREEN_AS_LUMA + #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 // ======================================== // Matches 3.11 - 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; + 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; // ======================================== // Similar to 3.11 - if(earlyExit) { - #ifdef FXAA_DISCARD - FxaaDiscard; + if(earlyExit) { + #ifdef FXAA_DISCARD + FxaaDiscard; #else - return rgbyM; - #endif + return rgbyM; + #endif } // ======================================== // Similar to 3.11 - #ifndef FXAA_GATHER4_ALPHA - 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 + #ifndef FXAA_GATHER4_ALPHA + 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 // ======================================== // Matches 3.11 - 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 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; // ======================================== // Matches 3.11 - FxaaFloat lumaNESE = lumaNE + lumaSE; - FxaaFloat lumaNWNE = lumaNW + lumaNE; - FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; // ======================================== // Matches 3.11 - 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 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; // ======================================== // Matches 3.11 - FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; - FxaaFloat lengthSign = fxaaQualityRcpFrame.x; - FxaaBool horzSpan = edgeHorz >= edgeVert; - FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; // ======================================== // Matches 3.11 - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; - FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; // ======================================== // Matches 3.11 - 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); + 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); // ======================================== // Matches 3.11 - 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 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; // ======================================== // Custom (but still copied from 3.11) - FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; - FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat subpixE = subpixC * subpixC; // ======================================== // Matches 3.11 - 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; + 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; // ======================================== // Custom uint stages = quality_stages(); FxaaBool doneN = false; - FxaaFloat2 posN = posB; - FxaaFloat lumaEndN = 0; + FxaaFloat2 posN = posB; + FxaaFloat lumaEndN = 0; FxaaBool doneP = false; - FxaaFloat2 posP = posB; - FxaaFloat lumaEndP = 0; + FxaaFloat2 posP = posB; + FxaaFloat lumaEndP = 0; FxaaBool doneNP = false; - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(0)); - if ((stages >= 1) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(1)); - if ((stages >= 2) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(2)); - if ((stages >= 3) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(3)); - if ((stages >= 4) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(4)); - if ((stages >= 5) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(5)); - if ((stages >= 6) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(6)); - if ((stages >= 7) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(7)); - if ((stages >= 8) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(8)); - if ((stages >= 9) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(9)); - if ((stages >= 10) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(0)); - if ((stages >= 11) && doneNP) { - FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(11)); + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(0u)); + if ((stages >= 1u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(1u)); + if ((stages >= 2u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(2u)); + if ((stages >= 3u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(3u)); + if ((stages >= 4u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(4u)); + if ((stages >= 5u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(5u)); + if ((stages >= 6u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(6u)); + if ((stages >= 7u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(7u)); + if ((stages >= 8u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(8u)); + if ((stages >= 9u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(9u)); + if ((stages >= 10u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(10u)); + if ((stages >= 11u) && doneNP) { + FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(11u)); // Present in FXAA 3.11, but not actually defined anywhere. -// if ((stages >= 12) && doneNP) { +// if ((stages >= 12u) && doneNP) { // FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(12)); // } } @@ -457,35 +481,35 @@ FxaaFloat4 FxaaPixelShader( } // ======================================== // Matches 3.11 - 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; + 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; // ======================================== // Matches 3.11 - FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - FxaaFloat spanLength = (dstP + dstN); - FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - FxaaFloat spanLengthRcp = 1.0/spanLength; + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; // ======================================== // Matches 3.11 - 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; + 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; // ======================================== // Similar to 3.11 - FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - #ifdef FXAA_DISCARD - return FxaaTexTop(tex, posM); - #else - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); - #endif + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #ifdef FXAA_DISCARD + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif } // ======================================== // @@ -495,7 +519,7 @@ FxaaFloat4 FxaaPixelShader( FxaaFloat4 ProcessPixelShader(VertexInformation vtx) : TARGET { return FxaaPixelShader( - vtx.texcoord0.xy, + vtx.texcoord0.xy + (ViewSize.zw * .5), InputA, ViewSize.zw, _100_SubpixelAliasingRemoval,