727 lines
28 KiB
HLSL
727 lines
28 KiB
HLSL
/*============================================================================
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NVIDIA FXAA 3.9 by TIMOTHY LOTTES
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------------------------------------------------------------------------------
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COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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------------------------------------------------------------------------------
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TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES.
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------------------------------------------------------------------------------
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INTEGRATION CHECKLIST
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------------------------------------------------------------------------------
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(1.)
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In the shader source,
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setup defines for the desired configuration.
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Example,
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#define FXAA_PC 1
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#define FXAA_HLSL_3 1
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(2.)
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Then include this file,
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#include "Fxaa3.h"
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(3.)
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Then call the FXAA pixel shader from within your desired shader,
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return FxaaPixelShader(pos, posPos, tex, rcpFrame, rcpFrameOpt);
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(4.)
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Insure pass prior to FXAA outputs RGBL.
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See next section.
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(5.)
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Setup engine to provide "rcpFrame" and "rcpFrameOpt" constants.
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Not using constants will result in a performance loss.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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float2 rcpFrame
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// This must be from a constant/uniform.
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// {x___} = 2.0/screenWidthInPixels
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// {_y__} = 2.0/screenHeightInPixels
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// {__z_} = 0.5/screenWidthInPixels
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// {___w} = 0.5/screenHeightInPixels
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float4 rcpFrameOpt
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(6.)
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Have FXAA vertex shader run as a full screen triangle,
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and output "pos" and "posPos" such that inputs in the pixel shader provide,
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// {xy} = center of pixel
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float2 pos,
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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float4 posPos,
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(7.)
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Insure the texture sampler used by FXAA is set to bilinear filtering.
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------------------------------------------------------------------------------
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INTEGRATION - RGBL AND COLORSPACE
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------------------------------------------------------------------------------
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FXAA3 requires RGBL as input.
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RGB should be LDR (low dynamic range).
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Specifically do FXAA after tonemapping.
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RGB data as returned by a texture fetch can be linear or non-linear.
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Note an "sRGB format" texture counts as linear,
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because the result of a texture fetch is linear data.
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Regular "RGBA8" textures in the sRGB colorspace are non-linear.
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Luma must be stored in the alpha channel prior to running FXAA.
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This luma should be in a perceptual space (could be gamma 2.0).
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Example pass before FXAA where output is gamma 2.0 encoded,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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color.a = dot(color.rgb, float3(0.299, 0.587, 0.114)); // compute luma
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return color;
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Another example where output is linear encoded,
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say for instance writing to an sRGB formated render target,
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where the render target does the conversion back to sRGB after blending,
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color.rgb = ToneMap(color.rgb); // linear color output
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return color;
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To use FXAA,
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color.rgb = ToneMap(color.rgb); // linear color output
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color.a = sqrt(dot(color.rgb, float3(0.299, 0.587, 0.114))); // compute luma
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return color;
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Getting luma correct is required for the algorithm to work correctly.
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------------------------------------------------------------------------------
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COMPLEX INTEGRATION
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------------------------------------------------------------------------------
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Q. What if the engine is blending into RGB before wanting to run FXAA?
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A. In the last opaque pass prior to FXAA,
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have the pass write out luma into alpha.
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Then blend into RGB only.
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FXAA should be able to run ok
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assuming the blending pass did not any add aliasing.
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This should be the common case for particles and common blending passes.
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============================================================================*/
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/*============================================================================
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INTEGRATION KNOBS
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============================================================================*/
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//
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// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
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// FXAA_360_OPT is a prototype for the new optimized 360 version.
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//
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// 1 = Use API.
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// 0 = Don't use API.
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//
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PS3
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#define FXAA_PS3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360
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#define FXAA_360 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_360_OPT
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#define FXAA_360_OPT 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_PC
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//
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// FXAA Quality
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// The high quality PC algorithm.
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//
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#define FXAA_PC 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_PC_CONSOLE
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//
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// The console algorithm for PC is included
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// for developers targeting really low spec machines.
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//
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#define FXAA_PC_CONSOLE 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_3
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#define FXAA_HLSL_3 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_4
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#define FXAA_HLSL_4 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_5
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#define FXAA_HLSL_5 0
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#endif
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/*==========================================================================*/
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#ifndef FXAA_EARLY_EXIT
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//
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// Controls algorithm's early exit path.
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// On PS3 turning this on adds 2 cycles to the shader.
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// On 360 turning this off adds 10ths of a millisecond to the shader.
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// Turning this off on console will result in a more blurry image.
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// So this defaults to on.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_EARLY_EXIT 1
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_FAST_PIXEL_OFFSET
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//
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// Used for GLSL 120 only.
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//
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// 1 = GL API supports fast pixel offsets
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// 0 = do not use fast pixel offsets
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//
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#ifdef GL_EXT_gpu_shader4
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_FAST_PIXEL_OFFSET 1
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#endif
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#ifndef FXAA_FAST_PIXEL_OFFSET
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#define FXAA_FAST_PIXEL_OFFSET 0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GATHER4_ALPHA
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//
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_ARB_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifdef GL_NV_gpu_shader5
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#ifndef FXAA_GATHER4_ALPHA
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#endif
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/*============================================================================
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FXAA CONSOLE - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_CONSOLE__EDGE_SHARPNESS
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//
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// Consoles the sharpness of edges.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 4 and 8.
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// These options use the shaders ability to a free *|/ by 4|8.
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//
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// 8.0 is sharper
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// 4.0 is softer
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// 2.0 is really soft (good for vector graphics inputs)
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//
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#if 1
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#define FXAA_CONSOLE__EDGE_SHARPNESS 8.0
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#endif
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#if 0
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#define FXAA_CONSOLE__EDGE_SHARPNESS 4.0
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#endif
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#if 0
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#define FXAA_CONSOLE__EDGE_SHARPNESS 2.0
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE__EDGE_THRESHOLD
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//
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// The minimum amount of local contrast required to apply algorithm.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 0.25 and 0.125.
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// These options use the shaders ability to a free *|/ by 4|8.
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//
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// 0.125 leaves less aliasing, but is softer
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// 0.25 leaves more aliasing, and is sharper
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//
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#if 1
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#define FXAA_CONSOLE__EDGE_THRESHOLD 0.125
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#else
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#define FXAA_CONSOLE__EDGE_THRESHOLD 0.25
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_CONSOLE__EDGE_THRESHOLD_MIN
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//
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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//
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// This only applies when FXAA_EARLY_EXIT is 1.
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//
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// This does not apply to PS3.
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// PS3 was simplified to avoid more shader instructions.
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//
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#define FXAA_CONSOLE__EDGE_THRESHOLD_MIN 0.05
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#endif
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/*============================================================================
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FXAA QUALITY - TUNING KNOBS
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============================================================================*/
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#ifndef FXAA_QUALITY__EDGE_THRESHOLD
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//
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// The minimum amount of local contrast required to apply algorithm.
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//
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// 1/3 - too little
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// 1/4 - low quality
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// 1/6 - default
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// 1/8 - high quality
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// 1/16 - overkill
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//
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#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/6.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY__EDGE_THRESHOLD_MIN
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//
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// Trims the algorithm from processing darks.
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//
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// 1/32 - visible limit
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// 1/16 - high quality
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// 1/12 - upper limit (default, the start of visible unfiltered edges)
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//
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#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/12.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY__SUBPIX
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//
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// Choose the amount of sub-pixel aliasing removal.
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//
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// 1 - upper limit (softer)
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// 3/4 - default amount of filtering
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// 1/2 - lower limit (sharper, less sub-pixel aliasing removal)
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//
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//
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#define FXAA_QUALITY__SUBPIX (3.0/4.0)
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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float4 luma( float4 color )
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{
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color.a = dot( color.rgb, float3( 0.299f, 0.587f, 0.114f ) );
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return color;
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}
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#define int2 float2
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#define FxaaInt2 float2
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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 FxaaDiscard clip(-1)
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#define FxaaDot3(a, b) dot(a, b)
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#define FxaaSat(x) saturate(x)
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#define FxaaLerp(x,y,s) lerp(x,y,s)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) luma( tex2Dlod(t, float4(p, 0.0, 0.0)) )
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#define FxaaTexOff(t, p, o, r) luma( tex2Dlod(t, float4(p + (o * r), 0, 0)) )
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/*============================================================================
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FXAA3 CONSOLE - PC PIXEL SHADER
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------------------------------------------------------------------------------
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Using a modified version of the PS3 version here to best target old hardware.
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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half4 FxaaPixelShader_Speed(
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// {xy} = center of pixel
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float2 pos,
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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float4 posPos,
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// {rgb_} = color in linear or perceptual color space
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// {___a} = alpha output is junk value
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FxaaTex tex,
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// This must be from a constant/uniform.
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// {xy} = rcpFrame not used on PC version of FXAA Console
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float2 rcpFrame,
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// This must be from a constant/uniform.
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// {x___} = 2.0/screenWidthInPixels
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// {_y__} = 2.0/screenHeightInPixels
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// {__z_} = 0.5/screenWidthInPixels
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// {___w} = 0.5/screenHeightInPixels
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float4 rcpFrameOpt
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) {
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/*--------------------------------------------------------------------------*/
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half4 dir;
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dir.y = 0.0;
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half4 lumaNe = FxaaTexTop(tex, posPos.zy);
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lumaNe.w += half(1.0/384.0);
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dir.x = -lumaNe.w;
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dir.z = -lumaNe.w;
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/*--------------------------------------------------------------------------*/
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half4 lumaSw = FxaaTexTop(tex, posPos.xw);
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dir.x += lumaSw.w;
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dir.z += lumaSw.w;
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/*--------------------------------------------------------------------------*/
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half4 lumaNw = FxaaTexTop(tex, posPos.xy);
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dir.x -= lumaNw.w;
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dir.z += lumaNw.w;
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/*--------------------------------------------------------------------------*/
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half4 lumaSe = FxaaTexTop(tex, posPos.zw);
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dir.x += lumaSe.w;
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dir.z -= lumaSe.w;
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/*==========================================================================*/
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#if (FXAA_EARLY_EXIT == 1)
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half4 rgbyM = FxaaTexTop(tex, pos.xy);
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/*--------------------------------------------------------------------------*/
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half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
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half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
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/*--------------------------------------------------------------------------*/
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half lumaMinM = min(lumaMin, rgbyM.w);
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half lumaMaxM = max(lumaMax, rgbyM.w);
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/*--------------------------------------------------------------------------*/
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if((lumaMaxM - lumaMinM) < max(FXAA_CONSOLE__EDGE_THRESHOLD_MIN, lumaMax * FXAA_CONSOLE__EDGE_THRESHOLD))
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#if (FXAA_DISCARD == 1)
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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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#endif
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/*==========================================================================*/
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half4 dir1_pos;
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dir1_pos.xy = normalize(dir.xyz).xz;
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half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__EDGE_SHARPNESS);
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/*--------------------------------------------------------------------------*/
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half4 dir2_pos;
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dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
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dir1_pos.zw = pos.xy;
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dir2_pos.zw = pos.xy;
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half4 temp1N;
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temp1N.xy = dir1_pos.zw - dir1_pos.xy * rcpFrameOpt.zw;
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/*--------------------------------------------------------------------------*/
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temp1N = FxaaTexTop(tex, temp1N.xy);
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half4 rgby1;
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rgby1.xy = dir1_pos.zw + dir1_pos.xy * rcpFrameOpt.zw;
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/*--------------------------------------------------------------------------*/
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rgby1 = FxaaTexTop(tex, rgby1.xy);
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rgby1 = (temp1N + rgby1) * 0.5;
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/*--------------------------------------------------------------------------*/
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half4 temp2N;
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temp2N.xy = dir2_pos.zw - dir2_pos.xy * rcpFrameOpt.xy;
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temp2N = FxaaTexTop(tex, temp2N.xy);
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/*--------------------------------------------------------------------------*/
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half4 rgby2;
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rgby2.xy = dir2_pos.zw + dir2_pos.xy * rcpFrameOpt.xy;
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rgby2 = FxaaTexTop(tex, rgby2.xy);
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rgby2 = (temp2N + rgby2) * 0.5;
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/*--------------------------------------------------------------------------*/
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#if (FXAA_EARLY_EXIT == 0)
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half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
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half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
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#endif
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rgby2 = (rgby2 + rgby1) * 0.5;
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/*--------------------------------------------------------------------------*/
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bool twoTapLt = rgby2.w < lumaMin;
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bool twoTapGt = rgby2.w > lumaMax;
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/*--------------------------------------------------------------------------*/
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if(twoTapLt || twoTapGt) rgby2 = rgby1;
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/*--------------------------------------------------------------------------*/
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return rgby2; }
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/*==========================================================================*/
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/*============================================================================
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FXAA3 QUALITY - PC
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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float4 FxaaPixelShader_Quality(
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// {xy} = center of pixel
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float2 pos,
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// {xyzw} = not used on FXAA3 Quality
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float4 posPos,
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// {rgb_} = color in linear or perceptual color space
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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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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float2 rcpFrame,
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// {xyzw} = not used on FXAA3 Quality
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float4 rcpFrameOpt
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) {
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/*--------------------------------------------------------------------------*/
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float2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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#if (FXAA_GATHER4_ALPHA == 1)
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#if (FXAA_DISCARD == 0)
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float4 rgbyM = FxaaTexTop(tex, posM);
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#define lumaM rgbyM.w
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#endif
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float4 luma4A = FxaaTexAlpha4(tex, posM, rcpFrame.xy);
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float4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1), rcpFrame.xy);
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#if (FXAA_DISCARD == 1)
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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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float4 rgbyM = FxaaTexTop(tex, posM);
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#define lumaM rgbyM.w
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float lumaS = FxaaTexOff(tex, posM, FxaaInt2( 0, 1), rcpFrame.xy).w;
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float lumaE = FxaaTexOff(tex, posM, FxaaInt2( 1, 0), rcpFrame.xy).w;
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float lumaN = FxaaTexOff(tex, posM, FxaaInt2( 0,-1), rcpFrame.xy).w;
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float lumaW = FxaaTexOff(tex, posM, FxaaInt2(-1, 0), rcpFrame.xy).w;
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#endif
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/*--------------------------------------------------------------------------*/
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float maxSM = max(lumaS, lumaM);
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float minSM = min(lumaS, lumaM);
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float maxESM = max(lumaE, maxSM);
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float minESM = min(lumaE, minSM);
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float maxWN = max(lumaN, lumaW);
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float minWN = min(lumaN, lumaW);
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float rangeMax = max(maxWN, maxESM);
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float rangeMin = min(minWN, minESM);
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float rangeMaxScaled = rangeMax * FXAA_QUALITY__EDGE_THRESHOLD;
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float range = rangeMax - rangeMin;
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float rangeMaxClamped = max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMaxScaled);
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bool earlyExit = range < rangeMaxClamped;
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/*--------------------------------------------------------------------------*/
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if(earlyExit)
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#if (FXAA_DISCARD == 1)
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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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#if (FXAA_GATHER4_ALPHA == 0)
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float lumaNW = FxaaTexOff(tex, posM, FxaaInt2(-1,-1), rcpFrame.xy).w;
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float lumaSE = FxaaTexOff(tex, posM, FxaaInt2( 1, 1), rcpFrame.xy).w;
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float lumaNE = FxaaTexOff(tex, posM, FxaaInt2( 1,-1), rcpFrame.xy).w;
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float lumaSW = FxaaTexOff(tex, posM, FxaaInt2(-1, 1), rcpFrame.xy).w;
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#else
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float lumaNE = FxaaTexOff(tex, posM, FxaaInt2(1, -1), rcpFrame.xy).w;
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float lumaSW = FxaaTexOff(tex, posM, FxaaInt2(-1, 1), rcpFrame.xy).w;
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#endif
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/*--------------------------------------------------------------------------*/
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float lumaNS = lumaN + lumaS;
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float lumaWE = lumaW + lumaE;
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float subpixRcpRange = 1.0/range;
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float subpixNSWE = lumaNS + lumaWE;
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float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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float edgeVert1 = (-2.0 * lumaM) + lumaWE;
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/*--------------------------------------------------------------------------*/
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float lumaNESE = lumaNE + lumaSE;
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float lumaNWNE = lumaNW + lumaNE;
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float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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/*--------------------------------------------------------------------------*/
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float lumaNWSW = lumaNW + lumaSW;
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float lumaSWSE = lumaSW + lumaSE;
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float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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float edgeHorz = abs(edgeHorz3) + edgeHorz4;
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float edgeVert = abs(edgeVert3) + edgeVert4;
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/*--------------------------------------------------------------------------*/
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float subpixNWSWNESE = lumaNWSW + lumaNESE;
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float lengthSign = rcpFrame.x;
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bool horzSpan = edgeHorz >= edgeVert;
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float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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/*--------------------------------------------------------------------------*/
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = rcpFrame.y;
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float subpixB = (subpixA * (1.0/12.0)) - lumaM;
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/*--------------------------------------------------------------------------*/
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float gradientN = lumaN - lumaM;
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float gradientS = lumaS - lumaM;
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float lumaNN = lumaN + lumaM;
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float lumaSS = lumaS + lumaM;
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bool pairN = abs(gradientN) >= abs(gradientS);
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float gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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/*--------------------------------------------------------------------------*/
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float2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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float2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : rcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : rcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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/*--------------------------------------------------------------------------*/
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float2 posN;
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posN.x = posB.x - offNP.x;
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posN.y = posB.y - offNP.y;
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float2 posP;
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posP.x = posB.x + offNP.x;
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posP.y = posB.y + offNP.y;
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float subpixD = ((-2.0)*subpixC) + 3.0;
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float lumaEndN = FxaaTexTop(tex, posN).w;
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float subpixE = subpixC * subpixC;
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float lumaEndP = FxaaTexTop(tex, posP).w;
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/*--------------------------------------------------------------------------*/
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if(!pairN) lumaNN = lumaSS;
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float gradientScaled = gradient * 1.0/4.0;
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float lumaMM = lumaM - lumaNN * 0.5;
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float subpixF = subpixD * subpixE;
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bool lumaMLTZero = lumaMM < 0.0;
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/*--------------------------------------------------------------------------*/
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lumaEndN -= lumaNN * 0.5;
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lumaEndP -= lumaNN * 0.5;
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bool doneN = abs(lumaEndN) >= gradientScaled;
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bool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * 1.5;
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if(!doneN) posN.y -= offNP.y * 1.5;
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bool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * 1.5;
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if(!doneP) posP.y += offNP.y * 1.5;
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if(doneNP) {
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/*--------------------------------------------------------------------------*/
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if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
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if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * 2.0;
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if(!doneN) posN.y -= offNP.y * 2.0;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * 2.0;
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if(!doneP) posP.y += offNP.y * 2.0;
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if(doneNP) {
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/*--------------------------------------------------------------------------*/
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if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
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if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * 2.0;
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if(!doneN) posN.y -= offNP.y * 2.0;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * 2.0;
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if(!doneP) posP.y += offNP.y * 2.0;
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if(doneNP) {
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/*--------------------------------------------------------------------------*/
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if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
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if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * 4.0;
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if(!doneN) posN.y -= offNP.y * 4.0;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * 4.0;
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if(!doneP) posP.y += offNP.y * 4.0;
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if(doneNP) {
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/*--------------------------------------------------------------------------*/
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if(!doneN) lumaEndN = FxaaTexTop(tex, posN.xy).w;
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if(!doneP) lumaEndP = FxaaTexTop(tex, posP.xy).w;
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * 2.0;
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if(!doneN) posN.y -= offNP.y * 2.0;
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if(!doneP) posP.x += offNP.x * 2.0;
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if(!doneP) posP.y += offNP.y * 2.0; } } } }
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/*--------------------------------------------------------------------------*/
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float dstN = posM.x - posN.x;
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float dstP = posP.x - posM.x;
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if(!horzSpan) dstN = posM.y - posN.y;
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if(!horzSpan) dstP = posP.y - posM.y;
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/*--------------------------------------------------------------------------*/
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bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
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float spanLength = (dstP + dstN);
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bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
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float spanLengthRcp = 1.0/spanLength;
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/*--------------------------------------------------------------------------*/
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bool directionN = dstN < dstP;
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float dst = min(dstN, dstP);
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bool goodSpan = directionN ? goodSpanN : goodSpanP;
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float subpixG = subpixF * subpixF;
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float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
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float subpixH = subpixG * FXAA_QUALITY__SUBPIX;
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/*--------------------------------------------------------------------------*/
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float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
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float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
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if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
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if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
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return FxaaTexTop(tex, posM); }
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/*==========================================================================*/
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