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#define FXAA_EARLY_EXIT 1
#define FXAA_DISCARD 1
#define FXAA_FAST_PIXEL_OFFSET 1 // With OpenGL 3.2 we can always do this
#ifndef FXAA_GATHER4_ALPHA
#ifdef GL_ARB_gpu_shader5
#extension GL_ARB_gpu_shader5 : enable
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#extension GL_NV_gpu_shader5 : enable
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#endif
#if (FXAA_QUALITY_PRESET == 10)
#define FXAA_QUALITY_PS 3
#define FXAA_QUALITY_P0 1.5
#define FXAA_QUALITY_P1 3.0
#define FXAA_QUALITY_P2 12.0
#endif
#if (FXAA_QUALITY_PRESET == 11)
#define FXAA_QUALITY_PS 4
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 3.0
#define FXAA_QUALITY_P3 12.0
#endif
#if (FXAA_QUALITY_PRESET == 12)
#define FXAA_QUALITY_PS 5
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 4.0
#define FXAA_QUALITY_P4 12.0
#endif
#if (FXAA_QUALITY_PRESET == 13)
#define FXAA_QUALITY_PS 6
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 4.0
#define FXAA_QUALITY_P5 12.0
#endif
#if (FXAA_QUALITY_PRESET == 14)
#define FXAA_QUALITY_PS 7
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 4.0
#define FXAA_QUALITY_P6 12.0
#endif
#if (FXAA_QUALITY_PRESET == 25)
#define FXAA_QUALITY_PS 8
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 4.0
#define FXAA_QUALITY_P7 8.0
#endif
#if (FXAA_QUALITY_PRESET == 26)
#define FXAA_QUALITY_PS 9
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 4.0
#define FXAA_QUALITY_P8 8.0
#endif
#if (FXAA_QUALITY_PRESET == 27)
#define FXAA_QUALITY_PS 10
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 4.0
#define FXAA_QUALITY_P9 8.0
#endif
#if (FXAA_QUALITY_PRESET == 28)
#define FXAA_QUALITY_PS 11
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 4.0
#define FXAA_QUALITY_P10 8.0
#endif
#if (FXAA_QUALITY_PRESET == 39)
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.0
#define FXAA_QUALITY_P2 1.0
#define FXAA_QUALITY_P3 1.0
#define FXAA_QUALITY_P4 1.0
#define FXAA_QUALITY_P5 1.5
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#endif
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#else
#define FxaaBool bool
#define FxaaDiscard clip(-1)
#define FxaaFloat float
#define FxaaFloat2 float2
#define FxaaFloat3 float3
#define FxaaFloat4 float4
#define FxaaHalf half
#define FxaaHalf2 half2
#define FxaaHalf3 half3
#define FxaaHalf4 half4
#define FxaaSat(x) saturate(x)
#endif
#if (FXAA_GLSL_120 == 1)
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#if (FXAA_FAST_PIXEL_OFFSET == 1)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#else
#define FxaaTexOff(t, p, o, r) textureLod(t, p + (o * r), 0.0)
#endif
#if (FXAA_GATHER4_ALPHA == 1)
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
#if (FXAA_GLSL_130 == 1)
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaTex tex,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin
) {
FxaaFloat2 posM;
posM.x = pos.x;
posM.y = pos.y;
#if (FXAA_GATHER4_ALPHA == 1)
#if (FXAA_DISCARD == 0)
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
#define lumaM rgbyM.y
#endif
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
#if (FXAA_DISCARD == 1)
#define lumaM luma4A.w
#endif
#define lumaE luma4A.z
#define lumaS luma4A.x
#define lumaSE luma4A.y
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
#else
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
#define lumaM rgbyM.w
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
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;
if (earlyExit)
#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else
return rgbyM;
#endif
#if (FXAA_GATHER4_ALPHA == 0)
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
FxaaFloat lumaNS = lumaN + lumaS;
FxaaFloat lumaWE = lumaW + lumaE;
FxaaFloat subpixRcpRange = 1.0/range;
FxaaFloat subpixNSWE = lumaNS + lumaWE;
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
FxaaFloat lumaNESE = lumaNE + lumaSE;
FxaaFloat lumaNWNE = lumaNW + lumaNE;
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
FxaaFloat lumaNWSW = lumaNW + lumaSW;
FxaaFloat lumaSWSE = lumaSW + lumaSE;
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
FxaaBool horzSpan = edgeHorz >= edgeVert;
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
if (!horzSpan) lumaN = lumaW;
if (!horzSpan) lumaS = lumaE;
if (horzSpan) lengthSign = fxaaQualityRcpFrame.y;
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
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);
FxaaFloat2 posB;
posB.x = posM.x;
posB.y = posM.y;
FxaaFloat2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
if (!horzSpan) posB.x += lengthSign * 0.5;
if (horzSpan) posB.y += lengthSign * 0.5;
FxaaFloat2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
FxaaFloat2 posP;
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
FxaaFloat subpixE = subpixC * subpixC;
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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;
lumaEndN -= lumaNN * 0.5;
lumaEndP -= lumaNN * 0.5;
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
FxaaBool doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
#if (FXAA_QUALITY_PS > 3)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
#if (FXAA_QUALITY_PS > 4)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
#if (FXAA_QUALITY_PS > 5)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
#if (FXAA_QUALITY_PS > 6)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
#if (FXAA_QUALITY_PS > 7)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
#if (FXAA_QUALITY_PS > 8)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
#if (FXAA_QUALITY_PS > 9)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
#if (FXAA_QUALITY_PS > 10)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
#if (FXAA_QUALITY_PS > 11)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
#if (FXAA_QUALITY_PS > 12)
if (doneNP) {
if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if (!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
if (!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
doneNP = (!doneN) || (!doneP);
if (!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
if (!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
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;
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
FxaaFloat spanLength = (dstP + dstN);
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
FxaaFloat spanLengthRcp = 1.0/spanLength;
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;
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
if (!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
if (horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
#if (FXAA_DISCARD == 1)
return FxaaTexTop(tex, posM);
#else
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
#endif
}
uniform sampler2D tex0;
in vec2 v_rcpFrame;
noperspective in vec2 v_pos;
out vec4 fragOut0;
void main() {
fragOut0 = FxaaPixelShader(v_pos, tex0, v_rcpFrame, FXAA_QUALITY_SUBPIX, FXAA_QUALITY_EDGE_THRESHOLD, FXAA_QUALITY_EDGE_THRESHOLD_MIN);
}
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