examples: Add FXAA shader

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Michael Fabian 'Xaymar' Dirks 2021-11-25 10:02:59 +01:00
parent 1d4bc9377f
commit cd00ccb94f

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// NVIDIA FXAA 3.11 by TIMOTHY LOTTES
// License: Public Domain
// Sourced from: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
//
// Adjusted for StreamFX by Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// ================================================================================ //
// Only adjust things above this line! Below here lie dragons, as well as weird symbols.
// ================================================================================ //
// Include the baseline filter data.
#define IS_FILTER
#include "../base.effect"
// Color conversion for RGBA->RGBL.
#include "../colorconversion_rgb_yuv.effect"
uniform int _000_QualityPreset<
bool visible = true;
bool automatic = false;
string name = "Quality Preset";
string field_type = "enum";
int enum_0 = 10;
string enum_0_name = "Medium Dither, Lowest Quality";
int enum_1 = 11;
string enum_1_name = "Medium Dither, Lower Quality";
int enum_2 = 12;
string enum_2_name = "Medium Dither, Low Quality";
int enum_3 = 13;
string enum_3_name = "Medium Dither, Normal Quality";
int enum_4 = 14;
string enum_4_name = "Medium Dither, Higher Quality";
int enum_5 = 15;
string enum_5_name = "Medium Dither, Highest Quality";
int enum_6 = 20;
string enum_6_name = "Low Dither, Lowest Quality";
int enum_7 = 21;
string enum_7_name = "Low Dither, Lower Quality";
int enum_8 = 22;
string enum_8_name = "Low Dither, Low Quality";
int enum_9 = 23;
string enum_9_name = "Low Dither, Below Medium Quality";
int enum_10 = 24;
string enum_10_name = "Low Dither, Medium Quality";
int enum_11 = 25;
string enum_11_name = "Low Dither, Above Medium Quality";
int enum_12 = 26;
string enum_12_name = "Low Dither, High Quality";
int enum_13 = 28;
string enum_13_name = "Low Dither, Higher Quality";
int enum_14 = 29;
string enum_14_name = "Low Dither, Highest Quality";
int enum_15 = 39;
string enum_15_name = "No Dither, Extreme Quality";
> = 23;
uniform float _100_SubpixelAliasingRemoval<
bool visible = true;
bool automatic = false;
string name = "Sub-Pixel Aliasing Removal";
string field_type = "slider";
float minimum = 0.0;
float maximum = 100.0;
float step = 0.01;
float scale = 0.01;
> = 75.0;
uniform float _200_EdgeThreshold<
bool visible = true;
bool automatic = false;
string name = "Edge Threshold";
string description = "Local contrast threshold to reach before applying the algorithm at all.\nMust be higher than 'Minimum Edge Threshold'.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 100.00;
float step = 0.01;
float scale = 0.01;
> = 16.67;
uniform float _300_EdgeThresholdMin<
bool visible = true;
bool automatic = false;
string name = "Minimum Edge Threshold";
string description = "Minimum local contrast threshold to reach before applying the algorithm at all.\nMust be lower than 'Edge Threshold'.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 100.0;
float step = 0.01;
float scale = 0.01;
> = 8.33;
// ======================================== //
// 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
// choices made by libOBS and its renderers:
//
// - Due to OBS preprocessing the effect file, some things don't work like normal.
// - We are strictly limited to Shader Model 4.0, which makes this shader slower.
// - User experience is key, so some things were moved from preprocessor to uniform.
// API Interoperability
#define FxaaBool bool
#define FxaaFloat float
#define FxaaFloat2 float2
#define FxaaFloat3 float3
#define FxaaFloat4 float4
#define FxaaHalf FxaaFloat
#define FxaaHalf2 FxaaFloat2
#define FxaaHalf3 FxaaFloat3
#define FxaaHalf4 FxaaFloat4
#define FxaaInt2 int2
#define FxaaUInt uint
#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)
#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)
#endif
// Actual Functionality starts here.
FxaaUInt quality_stages() {
FxaaUInt stages = FxaaUInt(_000_QualityPreset) % 10;
return (3 + 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};
// 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};
// 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};
// 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};
switch (_000_QualityPreset) {
case 10: return preset_10[stage];
case 11: return preset_11[stage];
case 12: return preset_12[stage];
case 13: return preset_13[stage];
case 14: return preset_14[stage];
case 15: return preset_15[stage];
case 20: return preset_20[stage];
case 21: return preset_21[stage];
case 22: return preset_22[stage];
case 23: return preset_23[stage];
case 24: return preset_24[stage];
case 25: return preset_25[stage];
case 26: return preset_26[stage];
case 27: return preset_27[stage];
case 28: return preset_28[stage];
case 29: return preset_29[stage];
case 39: return preset_39[stage];
default: return preset_00[stage];
}
}
FxaaFloat FxaaLuma(in FxaaFloat4 rgba) {
// sRGB conversion breaks shit.
return RGBAtoYUVAf(rgba, RGB_YUV_709).r;
}
FxaaBool FxaaStep(in FxaaTex tex,
inout FxaaBool doneN, inout FxaaFloat2 posN, inout FxaaFloat lumaEndN,
inout FxaaBool doneP, inout FxaaFloat2 posP, inout FxaaFloat lumaEndP,
out FxaaBool doneNP, in FxaaFloat2 offNP, in FxaaFloat lumaNN, in FxaaFloat gradientScaled,
in FxaaFloat quality) {
if (!doneN) {
lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)) - lumaNN * 0.5;
}
if (!doneP) {
lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)) - lumaNN * 0.5;
}
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) {
posN -= offNP * quality;
}
if (!doneP) {
posP += offNP * quality;
}
doneNP = (!doneN) || (!doneP);
return doneNP;
}
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
) {
// ======================================== // 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
// ======================================== // 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;
// ======================================== // Similar to 3.11
if(earlyExit) {
#ifdef FXAA_DISCARD
FxaaDiscard;
#else
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
// ======================================== // 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;
// ======================================== // Matches 3.11
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;
// ======================================== // 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);
};
};
*/