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examples: Add FXAA shader
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data/examples/shaders/filter/fxaa.effect
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data/examples/shaders/filter/fxaa.effect
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// NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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// License: Public Domain
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// Sourced from: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
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//
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// Adjusted for StreamFX by Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// ================================================================================ //
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// Only adjust things above this line! Below here lie dragons, as well as weird symbols.
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// ================================================================================ //
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// Include the baseline filter data.
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#define IS_FILTER
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#include "../base.effect"
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// Color conversion for RGBA->RGBL.
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#include "../colorconversion_rgb_yuv.effect"
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uniform int _000_QualityPreset<
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bool visible = true;
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bool automatic = false;
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string name = "Quality Preset";
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string field_type = "enum";
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int enum_0 = 10;
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string enum_0_name = "Medium Dither, Lowest Quality";
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int enum_1 = 11;
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string enum_1_name = "Medium Dither, Lower Quality";
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int enum_2 = 12;
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string enum_2_name = "Medium Dither, Low Quality";
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int enum_3 = 13;
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string enum_3_name = "Medium Dither, Normal Quality";
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int enum_4 = 14;
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string enum_4_name = "Medium Dither, Higher Quality";
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int enum_5 = 15;
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string enum_5_name = "Medium Dither, Highest Quality";
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int enum_6 = 20;
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string enum_6_name = "Low Dither, Lowest Quality";
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int enum_7 = 21;
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string enum_7_name = "Low Dither, Lower Quality";
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int enum_8 = 22;
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string enum_8_name = "Low Dither, Low Quality";
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int enum_9 = 23;
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string enum_9_name = "Low Dither, Below Medium Quality";
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int enum_10 = 24;
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string enum_10_name = "Low Dither, Medium Quality";
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int enum_11 = 25;
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string enum_11_name = "Low Dither, Above Medium Quality";
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int enum_12 = 26;
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string enum_12_name = "Low Dither, High Quality";
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int enum_13 = 28;
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string enum_13_name = "Low Dither, Higher Quality";
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int enum_14 = 29;
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string enum_14_name = "Low Dither, Highest Quality";
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int enum_15 = 39;
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string enum_15_name = "No Dither, Extreme Quality";
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> = 23;
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uniform float _100_SubpixelAliasingRemoval<
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bool visible = true;
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bool automatic = false;
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string name = "Sub-Pixel Aliasing Removal";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 0.01;
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> = 75.0;
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uniform float _200_EdgeThreshold<
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bool visible = true;
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bool automatic = false;
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string name = "Edge Threshold";
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string description = "Local contrast threshold to reach before applying the algorithm at all.\nMust be higher than 'Minimum Edge Threshold'.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.00;
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float step = 0.01;
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float scale = 0.01;
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> = 16.67;
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uniform float _300_EdgeThresholdMin<
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bool visible = true;
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bool automatic = false;
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string name = "Minimum Edge Threshold";
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string description = "Minimum local contrast threshold to reach before applying the algorithm at all.\nMust be lower than 'Edge Threshold'.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 0.01;
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> = 8.33;
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// ======================================== //
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// Functionality
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// ======================================== //
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// This is a bit of a mess, but it is necessary to get things to work. We're
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// dealing with multiple unusual restrictions here, all of which are from
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// choices made by libOBS and its renderers:
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//
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// - Due to OBS preprocessing the effect file, some things don't work like normal.
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// - We are strictly limited to Shader Model 4.0, which makes this shader slower.
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// - User experience is key, so some things were moved from preprocessor to uniform.
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// API Interoperability
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#define FxaaBool bool
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#define FxaaFloat float
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#define FxaaFloat2 float2
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#define FxaaFloat3 float3
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#define FxaaFloat4 float4
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#define FxaaHalf FxaaFloat
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#define FxaaHalf2 FxaaFloat2
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#define FxaaHalf3 FxaaFloat3
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#define FxaaHalf4 FxaaFloat4
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#define FxaaInt2 int2
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#define FxaaUInt uint
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#define FxaaTex texture2d
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#ifdef GS_DEVICE_OPENGL
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#define FxaaSat(x) clamp(x, 0., 1.)
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#else
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#define FxaaSat(x) saturate(x)
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#define FxaaTexTop(t, p) t.SampleLevel(PointClampSampler, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.SampleLevel(PointClampSampler, p, 0.0, o)
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#endif
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// Actual Functionality starts here.
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FxaaUInt quality_stages() {
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FxaaUInt stages = FxaaUInt(_000_QualityPreset) % 10;
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return (3 + stages);
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}
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FxaaFloat quality_value(in FxaaUInt stage) {
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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};
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// 1.x
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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};
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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};
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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};
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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};
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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};
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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};
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// 2.x
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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// 3.x
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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};
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switch (_000_QualityPreset) {
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case 10: return preset_10[stage];
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case 11: return preset_11[stage];
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case 12: return preset_12[stage];
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case 13: return preset_13[stage];
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case 14: return preset_14[stage];
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case 15: return preset_15[stage];
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case 20: return preset_20[stage];
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case 21: return preset_21[stage];
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case 22: return preset_22[stage];
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case 23: return preset_23[stage];
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case 24: return preset_24[stage];
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case 25: return preset_25[stage];
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case 26: return preset_26[stage];
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case 27: return preset_27[stage];
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case 28: return preset_28[stage];
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case 29: return preset_29[stage];
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case 39: return preset_39[stage];
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default: return preset_00[stage];
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}
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}
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FxaaFloat FxaaLuma(in FxaaFloat4 rgba) {
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// sRGB conversion breaks shit.
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return RGBAtoYUVAf(rgba, RGB_YUV_709).r;
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}
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FxaaBool FxaaStep(in FxaaTex tex,
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inout FxaaBool doneN, inout FxaaFloat2 posN, inout FxaaFloat lumaEndN,
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inout FxaaBool doneP, inout FxaaFloat2 posP, inout FxaaFloat lumaEndP,
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out FxaaBool doneNP, in FxaaFloat2 offNP, in FxaaFloat lumaNN, in FxaaFloat gradientScaled,
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in FxaaFloat quality) {
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if (!doneN) {
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lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)) - lumaNN * 0.5;
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}
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if (!doneP) {
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lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)) - lumaNN * 0.5;
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}
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if (!doneN) {
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posN -= offNP * quality;
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}
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if (!doneP) {
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posP += offNP * quality;
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}
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doneNP = (!doneN) || (!doneP);
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return doneNP;
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}
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FxaaFloat4 FxaaPixelShader(
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Quality.
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// This must be from a constant/uniform.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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FxaaFloat2 fxaaQualityRcpFrame,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__SUBPIX define.
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// It is here now to allow easier tuning.
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// Choose the amount of sub-pixel aliasing removal.
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// This can effect sharpness.
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// 1.00 - upper limit (softer)
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// 0.75 - default amount of filtering
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// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
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// 0.25 - almost off
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// 0.00 - completely off
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FxaaFloat fxaaQualitySubpix,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// The minimum amount of local contrast required to apply algorithm.
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// 0.333 - too little (faster)
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// 0.250 - low quality
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// 0.166 - default
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// 0.125 - high quality
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// 0.063 - overkill (slower)
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FxaaFloat fxaaQualityEdgeThreshold,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// 0.0833 - upper limit (default, the start of visible unfiltered edges)
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// 0.0625 - high quality (faster)
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// 0.0312 - visible limit (slower)
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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FxaaFloat fxaaQualityEdgeThresholdMin
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) {
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// ======================================== // Similar to 3.11
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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#ifdef FXAA_GATHER4_ALPHA
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#ifdef FXAA_DISCARD
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FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
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#ifndef FXAA_GREEN_AS_LUMA
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#define lumaM rgbyM.w
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#else
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#define lumaM rgbyM.y
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#endif
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#endif
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#ifndef FXAA_GREEN_AS_LUMA
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FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
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FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
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#else
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FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
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FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
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#endif
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#ifdef FXAA_DISCARD
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#define lumaM luma4A.w
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#endif
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#define lumaE luma4A.z
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#define lumaS luma4A.x
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#define lumaSE luma4A.y
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#define lumaNW luma4B.w
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#define lumaN luma4B.z
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#define lumaW luma4B.x
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#else
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FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
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#ifndef FXAA_GREEN_AS_LUMA
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#define lumaM rgbyM.w
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#else
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#define lumaM rgbyM.y
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#endif
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FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
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#endif
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// ======================================== // Matches 3.11
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FxaaFloat maxSM = max(lumaS, lumaM);
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FxaaFloat minSM = min(lumaS, lumaM);
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FxaaFloat maxESM = max(lumaE, maxSM);
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FxaaFloat minESM = min(lumaE, minSM);
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FxaaFloat maxWN = max(lumaN, lumaW);
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FxaaFloat minWN = min(lumaN, lumaW);
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FxaaFloat rangeMax = max(maxWN, maxESM);
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FxaaFloat rangeMin = min(minWN, minESM);
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FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
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FxaaFloat range = rangeMax - rangeMin;
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FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
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FxaaBool earlyExit = range < rangeMaxClamped;
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// ======================================== // Similar to 3.11
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if(earlyExit) {
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#ifdef FXAA_DISCARD
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FxaaDiscard;
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#else
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return rgbyM;
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#endif
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}
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// ======================================== // Similar to 3.11
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#ifndef FXAA_GATHER4_ALPHA
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FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
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#else
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FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
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#endif
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// ======================================== // Matches 3.11
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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// ======================================== // Matches 3.11
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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// ======================================== // Matches 3.11
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FxaaFloat lumaNWSW = lumaNW + lumaSW;
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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;
|
||||
|
||||
// ======================================== // Matches 3.11
|
||||
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);
|
||||
|
||||
// ======================================== // 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;
|
||||
|
||||
// ======================================== // Custom (but still copied from 3.11)
|
||||
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;
|
||||
|
||||
// ======================================== // Custom
|
||||
uint stages = quality_stages();
|
||||
FxaaBool doneN = false;
|
||||
FxaaFloat2 posN = posB;
|
||||
FxaaFloat lumaEndN = 0;
|
||||
FxaaBool doneP = false;
|
||||
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));
|
||||
// Present in FXAA 3.11, but not actually defined anywhere.
|
||||
// if ((stages >= 12) && doneNP) {
|
||||
// FxaaStep(tex, doneN, posN, lumaEndN, doneP, posP, lumaEndP, doneNP, offNP, lumaNN, gradientScaled, quality_value(12));
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ======================================== // 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;
|
||||
|
||||
// ======================================== // Matches 3.11
|
||||
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;
|
||||
|
||||
// ======================================== // 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
|
||||
}
|
||||
|
||||
// ======================================== //
|
||||
// Technique: Process
|
||||
// ======================================== //
|
||||
// Applies FXAA
|
||||
|
||||
FxaaFloat4 ProcessPixelShader(VertexInformation vtx) : TARGET {
|
||||
return FxaaPixelShader(
|
||||
vtx.texcoord0.xy,
|
||||
InputA,
|
||||
ViewSize.zw,
|
||||
_100_SubpixelAliasingRemoval,
|
||||
_200_EdgeThreshold,
|
||||
_300_EdgeThresholdMin);
|
||||
}
|
||||
|
||||
technique Process {
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = ProcessPixelShader(vtx);
|
||||
};
|
||||
};
|
||||
|
||||
// ======================================== //
|
||||
// Technique: Draw
|
||||
// ======================================== //
|
||||
// Does both. Not supported in StreamFX.
|
||||
|
||||
/*
|
||||
technique Draw {
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = PreprocessPixelShader(vtx);
|
||||
};
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = ProcessPixelShader(vtx);
|
||||
};
|
||||
};
|
||||
*/
|
Loading…
Reference in a new issue