1416 lines
55 KiB
GLSL
1416 lines
55 KiB
GLSL
#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_LINEAR 0
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//#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/8.0)
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//#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
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//#define FXAA_QUALITY__SUBPIX_CAP (3.0/4.0)
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//#define FXAA_QUALITY__SUBPIX_TRIM (1.0/2.0)
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#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
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#define FXAA_QUALITY__SUBPIX_CAP (7.0/8.0)
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#define FXAA_QUALITY__SUBPIX_TRIM (1.0/2.0)
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/*============================================================================
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NVIDIA FXAA III.8 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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#define FXAA_LINEAR 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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If a texture fetch results linear data the following is required,
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#define FXAA_LINEAR 1
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Otherwise,
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#define FXAA_LINEAR 0
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Luma must be stored in the alpha channel prior to running FXAA.
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This luma value must be gamma 2.0 encoded if using FXAA_LINEAR 1.
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If using FXAA_LINEAR 0, luma should match the perceptual space used for RGB.
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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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//
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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_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_LINEAR
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//
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// 0 = Work in non-linear color space.
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// Use this for standard 32-bit RGBA formats.
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//
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// 1 = Work in RGB=linear, A=non-linear luma.
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// Use this for sRGB and FP16 formats.
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// Works with either FXAA_ALGORITHM = 1 or 0.
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//
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#define FXAA_LINEAR 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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//
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#if 1
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#define FXAA_CONSOLE__EDGE_SHARPNESS 8.0
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#else
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#define FXAA_CONSOLE__EDGE_SHARPNESS 4.0
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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_CAP
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//
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// Insures fine detail is not completely removed.
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// This partly overrides FXAA_SUBPIX_TRIM.
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//
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// 3/4 - default amount of filtering
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// 7/8 - high amount of filtering
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// 1 - no capping of filtering
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//
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#define FXAA_QUALITY__SUBPIX_CAP (3.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_QUALITY__SUBPIX_TRIM
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//
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// Controls removal of sub-pixel aliasing,
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//
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// 1/2 - low removal (sharper but more sub-pixel aliasing)
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// 1/3 - medium removal
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// 1/4 - default removal
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// 1/8 - high removal
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// 0 - complete removal (softer but less sub-pixel aliasing)
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//
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#define FXAA_QUALITY__SUBPIX_TRIM (1.0/4.0)
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#if FXAA_GLSL_120
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// Requires,
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// #version 120
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// And at least,
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// #extension GL_EXT_gpu_shader4 : enable
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// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
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#define half float
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#define half2 vec2
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#define half3 vec3
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#define half4 vec4
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define FxaaInt2 ivec2
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaDiscard discard
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#define FxaaDot3(a, b) dot(a, b)
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaLerp(x,y,s) mix(x,y,s)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
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#if (FXAA_FAST_PIXEL_OFFSET == 1)
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
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#else
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#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
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#endif
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#if (FXAA_GATHER4_ALPHA == 1)
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// use #extension GL_ARB_gpu_shader5 : enable
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#define FxaaTexAlpha4(t, p, r) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o, r) textureGatherOffset(t, p, o, 3)
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_GLSL_130
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// Requires "#version 130" or better
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#define half float
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#define half2 vec2
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#define half3 vec3
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#define half4 vec4
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define FxaaInt2 ivec2
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaDiscard discard
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#define FxaaDot3(a, b) dot(a, b)
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaLerp(x,y,s) mix(x,y,s)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#if (FXAA_GATHER4_ALPHA == 1)
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// use #extension GL_ARB_gpu_shader5 : enable
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#define FxaaTexAlpha4(t, p, r) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o, r) textureGatherOffset(t, p, o, 3)
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1)
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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) tex2Dlod(t, float4(p, 0.0, 0.0))
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#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_HLSL_4
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#define FxaaInt2 int2
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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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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_HLSL_5
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#define FxaaInt2 int2
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#define FxaaFloat2 float2
|
|
#define FxaaFloat3 float3
|
|
#define FxaaFloat4 float4
|
|
#define FxaaDiscard clip(-1)
|
|
#define FxaaDot3(a, b) dot(a, b)
|
|
#define FxaaSat(x) saturate(x)
|
|
#define FxaaLerp(x,y,s) lerp(x,y,s)
|
|
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
|
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
|
#define FxaaTexAlpha4(t, p, r) t.tex.GatherAlpha(t.smpl, p)
|
|
#define FxaaTexOffAlpha4(t, p, o, r) t.tex.GatherAlpha(t.smpl, p, o)
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - 360 PIXEL SHADER
|
|
|
|
------------------------------------------------------------------------------
|
|
Might be some optimizations left here,
|
|
as of this latest change didn't have a PIX dump to verify if TEX bound.
|
|
============================================================================*/
|
|
#if (FXAA_360 == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xy__} = upper left of pixel
|
|
// {__zw} = lower right of pixel
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = alpha output is junk value
|
|
FxaaTex tex,
|
|
// This must be from a constant/uniform.
|
|
// {xy} = rcpFrame not used on PC version of FXAA Console
|
|
float2 rcpFrame,
|
|
// This must be from a constant/uniform.
|
|
// {x___} = 2.0/screenWidthInPixels
|
|
// {_y__} = 2.0/screenHeightInPixels
|
|
// {__z_} = 0.5/screenWidthInPixels
|
|
// {___w} = 0.5/screenHeightInPixels
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 lumaNwNeSwSe;
|
|
lumaNwNeSwSe.x = FxaaTexTop(tex, posPos.xy).w;
|
|
lumaNwNeSwSe.y = FxaaTexTop(tex, posPos.zy).w;
|
|
lumaNwNeSwSe.z = FxaaTexTop(tex, posPos.xw).w;
|
|
lumaNwNeSwSe.w = FxaaTexTop(tex, posPos.zw).w;
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 rgbyM = FxaaTexTop(tex, pos.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
lumaNwNeSwSe.y += 1.0/384.0;
|
|
/*--------------------------------------------------------------------------*/
|
|
half2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
|
half2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
|
|
/*--------------------------------------------------------------------------*/
|
|
half lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
|
|
half lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
|
|
/*--------------------------------------------------------------------------*/
|
|
half lumaMinM = min(lumaMin, rgbyM.w);
|
|
half lumaMaxM = max(lumaMax, rgbyM.w);
|
|
if((lumaMaxM - lumaMinM) < max(FXAA_CONSOLE__EDGE_THRESHOLD_MIN, lumaMax * FXAA_CONSOLE__EDGE_THRESHOLD))
|
|
#if (FXAA_DISCARD == 1)
|
|
FxaaDiscard;
|
|
#else
|
|
return rgbyM;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
half2 dir;
|
|
dir.x = dot(lumaNwNeSwSe, float4(-1.0, -1.0, 1.0, 1.0));
|
|
dir.y = dot(lumaNwNeSwSe, float4( 1.0, -1.0, 1.0,-1.0));
|
|
/*--------------------------------------------------------------------------*/
|
|
half2 dir1;
|
|
dir1 = normalize(dir.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
half dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * FXAA_CONSOLE__EDGE_SHARPNESS;
|
|
half2 dir2;
|
|
dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * rcpFrameOpt.zw);
|
|
half4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * rcpFrameOpt.zw);
|
|
half4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * rcpFrameOpt.xy);
|
|
half4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * rcpFrameOpt.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 rgbyA = rgbyN1 * 0.5 + rgbyP1 * 0.5;
|
|
half4 rgbyB = rgbyN2 * 0.25 + rgbyP2 * 0.25 + rgbyA * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
bool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
|
|
if(twoTap) rgbyB.xyz = rgbyA.xyz;
|
|
return rgbyB;
|
|
}
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
|
|
|
|
==============================================================================
|
|
The code below does not exactly match the assembly.
|
|
I have a feeling that 12 cycles is possible, but was not able to get there.
|
|
Might have to increase register count to get full performance.
|
|
Note this shader does not use perspective interpolation.
|
|
|
|
Use the following cgc options,
|
|
|
|
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
|
|
|
------------------------------------------------------------------------------
|
|
NVSHADERPERF OUTPUT
|
|
------------------------------------------------------------------------------
|
|
For reference and to aid in debug, output of NVShaderPerf should match this,
|
|
|
|
Shader to schedule:
|
|
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
|
2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
|
4: texpkb h0.w(TRUE), v5.xwxx, #0
|
|
6: addh h0.z(TRUE), -h2, h0.w
|
|
7: texpkb h1.w(TRUE), v5, #0
|
|
9: addh h0.x(TRUE), h0.z, -h1.w
|
|
10: addh h3.w(TRUE), h0.z, h1
|
|
11: texpkb h2.w(TRUE), v5.zwzz, #0
|
|
13: addh h0.z(TRUE), h3.w, -h2.w
|
|
14: addh h0.x(TRUE), h2.w, h0
|
|
15: nrmh h1.xz(TRUE), h0_n
|
|
16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
|
|
17: maxh h4.w(TRUE), h0, h1
|
|
18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
|
|
19: movr r1.zw(TRUE), v4.xxxy
|
|
20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
|
|
22: minh h5.w(TRUE), h0, h1
|
|
23: texpkb h0(TRUE), r2.xzxx, #0
|
|
25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
|
|
27: maxh h4.x(TRUE), h2.z, h2.w
|
|
28: texpkb h1(TRUE), r0.zwzz, #0
|
|
30: addh_d2 h1(TRUE), h0, h1
|
|
31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
33: texpkb h0(TRUE), r0, #0
|
|
35: minh h4.z(TRUE), h2, h2.w
|
|
36: fenct TRUE
|
|
37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
39: texpkb h2(TRUE), r1, #0
|
|
41: addh_d2 h0(TRUE), h0, h2
|
|
42: maxh h2.w(TRUE), h4, h4.x
|
|
43: minh h2.x(TRUE), h5.w, h4.z
|
|
44: addh_d2 h0(TRUE), h0, h1
|
|
45: slth h2.x(TRUE), h0.w, h2
|
|
46: sgth h2.w(TRUE), h0, h2
|
|
47: movh h0(TRUE), h0
|
|
48: addx.c0 rc(TRUE), h2, h2.w
|
|
49: movh h0(c0.NE.x), h1
|
|
|
|
IPU0 ------ Simplified schedule: --------
|
|
Pass | Unit | uOp | PC: Op
|
|
-----+--------+------+-------------------------
|
|
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
|
|
| | |
|
|
2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
|
|
| | |
|
|
3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
|
| TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
|
|
| SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
|
|
| SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
|
|
| | |
|
|
4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
|
|
| SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
|
|
| | |
|
|
5 | SCT1 | mov | 15: NRMh h1.xz, h0;
|
|
| SRB | nrm | 15: NRMh h1.xz, h0;
|
|
| SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
|
|
| SCB1 | max | 17: MAXh h4.w, h0, h1;
|
|
| | |
|
|
6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
|
|
| SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
|
|
| SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
|
|
| SCB1 | min | 22: MINh h5.w, h0, h1;
|
|
| | |
|
|
7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
|
| TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
|
|
| SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
|
|
| SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
|
|
| | |
|
|
8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
|
|
| | |
|
|
9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
|
|
| TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
|
|
| SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
|
|
| | |
|
|
10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
|
|
| TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
|
|
| SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
|
|
| | |
|
|
11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
|
|
| SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
|
|
| SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
|
|
| | |
|
|
12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
|
|
| SCT1 | set | 46: SGTh h2.w, h0, h2;
|
|
| SCB0/1 | mul | 47: MOVh h0, h0;
|
|
| | |
|
|
13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
|
|
| SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
|
|
|
|
Pass SCT TEX SCB
|
|
1: 0% 100% 25%
|
|
2: 0% 100% 25%
|
|
3: 0% 100% 50%
|
|
4: 0% 100% 50%
|
|
5: 0% 0% 50%
|
|
6: 100% 0% 75%
|
|
7: 0% 100% 75%
|
|
8: 0% 100% 100%
|
|
9: 0% 100% 25%
|
|
10: 0% 100% 100%
|
|
11: 50% 0% 100%
|
|
12: 50% 0% 100%
|
|
13: 25% 0% 100%
|
|
|
|
MEAN: 17% 61% 67%
|
|
|
|
Pass SCT0 SCT1 TEX SCB0 SCB1
|
|
1: 0% 0% 100% 0% 100%
|
|
2: 0% 0% 100% 0% 100%
|
|
3: 0% 0% 100% 100% 100%
|
|
4: 0% 0% 100% 100% 100%
|
|
5: 0% 0% 0% 100% 100%
|
|
6: 100% 100% 0% 100% 100%
|
|
7: 0% 0% 100% 100% 100%
|
|
8: 0% 0% 100% 100% 100%
|
|
9: 0% 0% 100% 0% 100%
|
|
10: 0% 0% 100% 100% 100%
|
|
11: 100% 100% 0% 100% 100%
|
|
12: 100% 100% 0% 100% 100%
|
|
13: 100% 0% 0% 100% 100%
|
|
|
|
MEAN: 30% 23% 61% 76% 100%
|
|
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
|
|
Results 13 cycles, 3 r regs, 923,076,923 pixels/s
|
|
============================================================================*/
|
|
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
|
|
/*--------------------------------------------------------------------------*/
|
|
#pragma disablepc all
|
|
#pragma option O3
|
|
#pragma option OutColorPrec=fp16
|
|
#pragma texformat default RGBA8
|
|
/*==========================================================================*/
|
|
half4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xy__} = upper left of pixel
|
|
// {__zw} = lower right of pixel
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = luma in perceptual color space (not linear)
|
|
sampler2D tex,
|
|
// This must be from a constant/uniform.
|
|
// {xy} = rcpFrame not used on PS3
|
|
float2 rcpFrame,
|
|
// This must be from a constant/uniform.
|
|
// {x___} = 2.0/screenWidthInPixels
|
|
// {_y__} = 2.0/screenHeightInPixels
|
|
// {__z_} = 0.5/screenWidthInPixels
|
|
// {___w} = 0.5/screenHeightInPixels
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
// (1)
|
|
half4 dir;
|
|
half4 lumaNe = h4tex2Dlod(tex, half4(posPos.zy, 0, 0));
|
|
lumaNe.w += half(1.0/512.0);
|
|
dir.x = -lumaNe.w;
|
|
dir.z = -lumaNe.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (2)
|
|
half4 lumaSw = h4tex2Dlod(tex, half4(posPos.xw, 0, 0));
|
|
dir.x += lumaSw.w;
|
|
dir.z += lumaSw.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (3)
|
|
half4 lumaNw = h4tex2Dlod(tex, half4(posPos.xy, 0, 0));
|
|
dir.x -= lumaNw.w;
|
|
dir.z += lumaNw.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (4)
|
|
half4 lumaSe = h4tex2Dlod(tex, half4(posPos.zw, 0, 0));
|
|
dir.x += lumaSe.w;
|
|
dir.z -= lumaSe.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (5)
|
|
half4 dir1_pos;
|
|
dir1_pos.xy = normalize(dir.xyz).xz;
|
|
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__EDGE_SHARPNESS);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (6)
|
|
half4 dir2_pos;
|
|
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
|
|
dir1_pos.zw = pos.xy;
|
|
dir2_pos.zw = pos.xy;
|
|
half4 temp1N;
|
|
temp1N.xy = dir1_pos.zw - dir1_pos.xy * rcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (7)
|
|
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
|
half4 rgby1;
|
|
rgby1.xy = dir1_pos.zw + dir1_pos.xy * rcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (8)
|
|
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
|
rgby1 = (temp1N + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (9)
|
|
half4 temp2N;
|
|
temp2N.xy = dir2_pos.zw - dir2_pos.xy * rcpFrameOpt.xy;
|
|
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
|
/*--------------------------------------------------------------------------*/
|
|
// (10)
|
|
half4 rgby2;
|
|
rgby2.xy = dir2_pos.zw + dir2_pos.xy * rcpFrameOpt.xy;
|
|
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
|
rgby2 = (temp2N + rgby2) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (11)
|
|
// compilier moves these scalar ops up to other cycles
|
|
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
|
|
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
|
|
rgby2 = (rgby2 + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (12)
|
|
bool twoTapLt = rgby2.w < lumaMin;
|
|
bool twoTapGt = rgby2.w > lumaMax;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (13)
|
|
if(twoTapLt || twoTapGt) rgby2 = rgby1;
|
|
/*--------------------------------------------------------------------------*/
|
|
return rgby2; }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
|
|
|
|
==============================================================================
|
|
The code mostly matches the assembly.
|
|
I have a feeling that 14 cycles is possible, but was not able to get there.
|
|
Might have to increase register count to get full performance.
|
|
Note this shader does not use perspective interpolation.
|
|
|
|
Use the following cgc options,
|
|
|
|
--fenable-bx2 --fastmath --fastprecision --nofloatbindings
|
|
|
|
------------------------------------------------------------------------------
|
|
NVSHADERPERF OUTPUT
|
|
------------------------------------------------------------------------------
|
|
For reference and to aid in debug, output of NVShaderPerf should match this,
|
|
|
|
Shader to schedule:
|
|
0: texpkb h0.w(TRUE), v5.zyxx, #0
|
|
2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
|
|
4: texpkb h1.w(TRUE), v5.xwxx, #0
|
|
6: addh h0.x(TRUE), h1.w, -h2.y
|
|
7: texpkb h2.w(TRUE), v5.zwzz, #0
|
|
9: minh h4.w(TRUE), h2.y, h2
|
|
10: maxh h5.x(TRUE), h2.y, h2.w
|
|
11: texpkb h0.w(TRUE), v5, #0
|
|
13: addh h3.w(TRUE), -h0, h0.x
|
|
14: addh h0.x(TRUE), h0.w, h0
|
|
15: addh h0.z(TRUE), -h2.w, h0.x
|
|
16: addh h0.x(TRUE), h2.w, h3.w
|
|
17: minh h5.y(TRUE), h0.w, h1.w
|
|
18: nrmh h2.xz(TRUE), h0_n
|
|
19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
|
|
20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
|
|
21: movr r1.zw(TRUE), v4.xxxy
|
|
22: maxh h2.w(TRUE), h0, h1
|
|
23: fenct TRUE
|
|
24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
|
26: texpkb h0(TRUE), r0, #0
|
|
28: maxh h5.x(TRUE), h2.w, h5
|
|
29: minh h5.w(TRUE), h5.y, h4
|
|
30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
|
|
32: texpkb h2(TRUE), r1, #0
|
|
34: addh_d2 h2(TRUE), h0, h2
|
|
35: texpkb h1(TRUE), v4, #0
|
|
37: maxh h5.y(TRUE), h5.x, h1.w
|
|
38: minh h4.w(TRUE), h1, h5
|
|
39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
41: texpkb h0(TRUE), r0, #0
|
|
43: addh_m8 h5.z(TRUE), h5.y, -h4.w
|
|
44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
|
|
46: texpkb h3(TRUE), r2, #0
|
|
48: addh_d2 h0(TRUE), h0, h3
|
|
49: addh_d2 h3(TRUE), h0, h2
|
|
50: movh h0(TRUE), h3
|
|
51: slth h3.x(TRUE), h3.w, h5.w
|
|
52: sgth h3.w(TRUE), h3, h5.x
|
|
53: addx.c0 rc(TRUE), h3.x, h3
|
|
54: slth.c0 rc(TRUE), h5.z, h5
|
|
55: movh h0(c0.NE.w), h2
|
|
56: movh h0(c0.NE.x), h1
|
|
|
|
IPU0 ------ Simplified schedule: --------
|
|
Pass | Unit | uOp | PC: Op
|
|
-----+--------+------+-------------------------
|
|
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
|
|
| SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
|
|
| | |
|
|
2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
|
|
| SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
|
|
| | |
|
|
3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
|
|
| SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
|
|
| SCB1 | min | 9: MINh h4.w, h2.---y, h2;
|
|
| | |
|
|
4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
|
| TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
|
|
| SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
|
|
| SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
|
|
| | |
|
|
5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
|
|
| SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
|
|
| SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
|
|
| | |
|
|
6 | SCT1 | mov | 18: NRMh h2.xz, h0;
|
|
| SRB | nrm | 18: NRMh h2.xz, h0;
|
|
| SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
|
|
| | |
|
|
7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
|
|
| SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
|
|
| SCB1 | max | 22: MAXh h2.w, h0, h1;
|
|
| | |
|
|
8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
|
|
| SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
|
|
| TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
|
|
| SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
|
|
| SCB1 | min | 29: MINh h5.w, h5.---y, h4;
|
|
| | |
|
|
9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
|
|
| SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
|
|
| TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
|
|
| | |
|
|
10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
|
| TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
|
|
| SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
|
|
| SCB1 | min | 38: MINh h4.w, h1, h5;
|
|
| | |
|
|
11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
|
|
| SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
|
|
| TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
|
|
| SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
|
|
| SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
|
|
| | |
|
|
12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
|
|
| TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
|
|
| SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
|
|
| | |
|
|
13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
|
|
| SCB0/1 | mul | 50: MOVh h0, h3;
|
|
| | |
|
|
14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
|
|
| SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
|
|
| SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
|
|
| SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
|
|
| | |
|
|
15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
|
|
| SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
|
|
|
|
Pass SCT TEX SCB
|
|
1: 0% 100% 25%
|
|
2: 0% 100% 25%
|
|
3: 0% 100% 50%
|
|
4: 0% 100% 50%
|
|
5: 50% 0% 25%
|
|
6: 0% 0% 25%
|
|
7: 100% 0% 25%
|
|
8: 0% 100% 50%
|
|
9: 0% 100% 100%
|
|
10: 0% 100% 50%
|
|
11: 0% 100% 75%
|
|
12: 0% 100% 100%
|
|
13: 100% 0% 100%
|
|
14: 50% 0% 50%
|
|
15: 100% 0% 100%
|
|
|
|
MEAN: 26% 60% 56%
|
|
|
|
Pass SCT0 SCT1 TEX SCB0 SCB1
|
|
1: 0% 0% 100% 100% 0%
|
|
2: 0% 0% 100% 100% 0%
|
|
3: 0% 0% 100% 100% 100%
|
|
4: 0% 0% 100% 100% 100%
|
|
5: 100% 100% 0% 100% 0%
|
|
6: 0% 0% 0% 0% 100%
|
|
7: 100% 100% 0% 0% 100%
|
|
8: 0% 0% 100% 100% 100%
|
|
9: 0% 0% 100% 100% 100%
|
|
10: 0% 0% 100% 100% 100%
|
|
11: 0% 0% 100% 100% 100%
|
|
12: 0% 0% 100% 100% 100%
|
|
13: 100% 100% 0% 100% 100%
|
|
14: 100% 100% 0% 100% 100%
|
|
15: 100% 100% 0% 100% 100%
|
|
|
|
MEAN: 33% 33% 60% 86% 80%
|
|
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
|
|
Results 15 cycles, 3 r regs, 800,000,000 pixels/s
|
|
============================================================================*/
|
|
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
#pragma disablepc all
|
|
#pragma option O2
|
|
#pragma option OutColorPrec=fp16
|
|
#pragma texformat default RGBA8
|
|
/*==========================================================================*/
|
|
half4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xy__} = upper left of pixel
|
|
// {__zw} = lower right of pixel
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = luma in perceptual color space (not linear)
|
|
sampler2D tex,
|
|
// This must be from a constant/uniform.
|
|
// {xy} = rcpFrame not used on PS3
|
|
float2 rcpFrame,
|
|
// This must be from a constant/uniform.
|
|
// {x___} = 2.0/screenWidthInPixels
|
|
// {_y__} = 2.0/screenHeightInPixels
|
|
// {__z_} = 0.5/screenWidthInPixels
|
|
// {___w} = 0.5/screenHeightInPixels
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
// (1)
|
|
half4 rgbyNe = h4tex2Dlod(tex, half4(posPos.zy, 0, 0));
|
|
half lumaNe = rgbyNe.w + half(1.0/512.0);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (2)
|
|
half4 lumaSw = h4tex2Dlod(tex, half4(posPos.xw, 0, 0));
|
|
half lumaSwNegNe = lumaSw.w - lumaNe;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (3)
|
|
half4 lumaNw = h4tex2Dlod(tex, half4(posPos.xy, 0, 0));
|
|
half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
|
|
half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (4)
|
|
half4 lumaSe = h4tex2Dlod(tex, half4(posPos.zw, 0, 0));
|
|
half dirZ = lumaNw.w + lumaSwNegNe;
|
|
half dirX = -lumaNw.w + lumaSwNegNe;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (5)
|
|
half3 dir;
|
|
dir.y = 0.0;
|
|
dir.x = lumaSe.w + dirX;
|
|
dir.z = -lumaSe.w + dirZ;
|
|
half lumaMinNeSe = min(lumaNe, lumaSe.w);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (6)
|
|
half4 dir1_pos;
|
|
dir1_pos.xy = normalize(dir).xz;
|
|
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__EDGE_SHARPNESS);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (7)
|
|
half4 dir2_pos;
|
|
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
|
|
dir1_pos.zw = pos.xy;
|
|
dir2_pos.zw = pos.xy;
|
|
half lumaMaxNeSe = max(lumaNe, lumaSe.w);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (8)
|
|
half4 temp1N;
|
|
temp1N.xy = dir1_pos.zw - dir1_pos.xy * rcpFrameOpt.zw;
|
|
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
|
|
half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
|
|
half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (9)
|
|
half4 rgby1;
|
|
rgby1.xy = dir1_pos.zw + dir1_pos.xy * rcpFrameOpt.zw;
|
|
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
|
|
rgby1 = (temp1N + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (10)
|
|
half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
|
|
half lumaMaxM = max(lumaMax, rgbyM.w);
|
|
half lumaMinM = min(lumaMin, rgbyM.w);
|
|
/*--------------------------------------------------------------------------*/
|
|
// (11)
|
|
half4 temp2N;
|
|
temp2N.xy = dir2_pos.zw - dir2_pos.xy * rcpFrameOpt.xy;
|
|
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
|
half4 rgby2;
|
|
rgby2.xy = dir2_pos.zw + dir2_pos.xy * rcpFrameOpt.xy;
|
|
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__EDGE_THRESHOLD;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (12)
|
|
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
|
rgby2 = (temp2N + rgby2) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (13)
|
|
rgby2 = (rgby2 + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (14)
|
|
bool twoTapLt = rgby2.w < lumaMin;
|
|
bool twoTapGt = rgby2.w > lumaMax;
|
|
bool earlyExit = lumaRangeM < lumaMax;
|
|
bool twoTap = twoTapLt || twoTapGt;
|
|
/*--------------------------------------------------------------------------*/
|
|
// (15)
|
|
if(twoTap) rgby2 = rgby1;
|
|
if(earlyExit) rgby2 = rgbyM;
|
|
/*--------------------------------------------------------------------------*/
|
|
return rgby2; }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 CONSOLE - PC PIXEL SHADER
|
|
|
|
------------------------------------------------------------------------------
|
|
Using a modified version of the PS3 version here to best target old hardware.
|
|
============================================================================*/
|
|
#if (FXAA_PC_CONSOLE == 1)
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xy__} = upper left of pixel
|
|
// {__zw} = lower right of pixel
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = alpha output is junk value
|
|
FxaaTex tex,
|
|
// This must be from a constant/uniform.
|
|
// {xy} = rcpFrame not used on PC version of FXAA Console
|
|
float2 rcpFrame,
|
|
// This must be from a constant/uniform.
|
|
// {x___} = 2.0/screenWidthInPixels
|
|
// {_y__} = 2.0/screenHeightInPixels
|
|
// {__z_} = 0.5/screenWidthInPixels
|
|
// {___w} = 0.5/screenHeightInPixels
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 dir;
|
|
dir.y = 0.0;
|
|
half4 lumaNe = FxaaTexTop(tex, posPos.zy);
|
|
lumaNe.w += half(1.0/384.0);
|
|
dir.x = -lumaNe.w;
|
|
dir.z = -lumaNe.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 lumaSw = FxaaTexTop(tex, posPos.xw);
|
|
dir.x += lumaSw.w;
|
|
dir.z += lumaSw.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 lumaNw = FxaaTexTop(tex, posPos.xy);
|
|
dir.x -= lumaNw.w;
|
|
dir.z += lumaNw.w;
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 lumaSe = FxaaTexTop(tex, posPos.zw);
|
|
dir.x += lumaSe.w;
|
|
dir.z -= lumaSe.w;
|
|
/*==========================================================================*/
|
|
#if (FXAA_EARLY_EXIT == 1)
|
|
half4 rgbyM = FxaaTexTop(tex, pos.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
|
|
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
|
|
/*--------------------------------------------------------------------------*/
|
|
half lumaMinM = min(lumaMin, rgbyM.w);
|
|
half lumaMaxM = max(lumaMax, rgbyM.w);
|
|
/*--------------------------------------------------------------------------*/
|
|
if((lumaMaxM - lumaMinM) < max(FXAA_CONSOLE__EDGE_THRESHOLD_MIN, lumaMax * FXAA_CONSOLE__EDGE_THRESHOLD))
|
|
#if (FXAA_DISCARD == 1)
|
|
FxaaDiscard;
|
|
#else
|
|
return rgbyM;
|
|
#endif
|
|
#endif
|
|
/*==========================================================================*/
|
|
half4 dir1_pos;
|
|
dir1_pos.xy = normalize(dir.xyz).xz;
|
|
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__EDGE_SHARPNESS);
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 dir2_pos;
|
|
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
|
|
dir1_pos.zw = pos.xy;
|
|
dir2_pos.zw = pos.xy;
|
|
half4 temp1N;
|
|
temp1N.xy = dir1_pos.zw - dir1_pos.xy * rcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
temp1N = FxaaTexTop(tex, temp1N.xy);
|
|
half4 rgby1;
|
|
rgby1.xy = dir1_pos.zw + dir1_pos.xy * rcpFrameOpt.zw;
|
|
/*--------------------------------------------------------------------------*/
|
|
rgby1 = FxaaTexTop(tex, rgby1.xy);
|
|
rgby1 = (temp1N + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 temp2N;
|
|
temp2N.xy = dir2_pos.zw - dir2_pos.xy * rcpFrameOpt.xy;
|
|
temp2N = FxaaTexTop(tex, temp2N.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
half4 rgby2;
|
|
rgby2.xy = dir2_pos.zw + dir2_pos.xy * rcpFrameOpt.xy;
|
|
rgby2 = FxaaTexTop(tex, rgby2.xy);
|
|
rgby2 = (temp2N + rgby2) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_EARLY_EXIT == 0)
|
|
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
|
|
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
|
|
#endif
|
|
rgby2 = (rgby2 + rgby1) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
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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#endif
|
|
|
|
|
|
|
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/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
#if (FXAA_PC == 1)
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|
/*--------------------------------------------------------------------------*/
|
|
float4 FxaaPixelShader(
|
|
// {xy} = center of pixel
|
|
float2 pos,
|
|
// {xyzw} = not used on FXAA3 Quality
|
|
float4 posPos,
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// {___a} = luma in perceptual color space (not linear)
|
|
FxaaTex tex,
|
|
// This must be from a constant/uniform.
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|
// {x_} = 1.0/screenWidthInPixels
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|
// {_y} = 1.0/screenHeightInPixels
|
|
float2 rcpFrame,
|
|
// {xyzw} = not used on FXAA3 Quality
|
|
float4 rcpFrameOpt
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GATHER4_ALPHA == 1)
|
|
float4 luma4A = FxaaTexOffAlpha4(tex, pos.xy, FxaaInt2(-1, -1), rcpFrame.xy);
|
|
#if (FXAA_DISCARD == 0)
|
|
float4 rgbyM = FxaaTexTop(tex, pos.xy);
|
|
#endif
|
|
float4 luma4B = FxaaTexAlpha4(tex, pos.xy, rcpFrame.xy);
|
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float lumaNE = FxaaTexOff(tex, pos.xy, FxaaInt2(1, -1), rcpFrame.xy).w;
|
|
float lumaSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame.xy).w;
|
|
float lumaNW = luma4A.w;
|
|
float lumaN = luma4A.z;
|
|
float lumaW = luma4A.x;
|
|
float lumaM = luma4A.y;
|
|
float lumaE = luma4B.z;
|
|
float lumaS = luma4B.x;
|
|
float lumaSE = luma4B.y;
|
|
#else
|
|
float lumaN = FxaaTexOff(tex, pos.xy, FxaaInt2(0, -1), rcpFrame.xy).w;
|
|
float lumaW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame.xy).w;
|
|
float4 rgbyM = FxaaTexTop(tex, pos.xy);
|
|
float lumaE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame.xy).w;
|
|
float lumaS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame.xy).w;
|
|
float lumaM = rgbyM.w;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
|
|
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
|
|
float range = rangeMax - rangeMin;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD))
|
|
#if (FXAA_DISCARD == 1)
|
|
FxaaDiscard;
|
|
#else
|
|
return rgbyM;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_GATHER4_ALPHA == 0)
|
|
float lumaNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame.xy).w;
|
|
float lumaNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame.xy).w;
|
|
float lumaSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame.xy).w;
|
|
float lumaSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame.xy).w;
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#define FXAA_QUALITY__SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
|
|
float rangeL = abs(lumaL - lumaM);
|
|
float blendL = FxaaSat((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE;
|
|
blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);
|
|
/*--------------------------------------------------------------------------*/
|
|
float edgeVert =
|
|
abs(lumaNW + (-2.0 * lumaN) + lumaNE) +
|
|
2.0 * abs(lumaW + (-2.0 * lumaM) + lumaE ) +
|
|
abs(lumaSW + (-2.0 * lumaS) + lumaSE);
|
|
float edgeHorz =
|
|
abs(lumaNW + (-2.0 * lumaW) + lumaSW) +
|
|
2.0 * abs(lumaN + (-2.0 * lumaM) + lumaS ) +
|
|
abs(lumaNE + (-2.0 * lumaE) + lumaSE);
|
|
bool horzSpan = edgeHorz >= edgeVert;
|
|
/*--------------------------------------------------------------------------*/
|
|
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
|
|
if(!horzSpan) lumaN = lumaW;
|
|
if(!horzSpan) lumaS = lumaE;
|
|
float gradientN = abs(lumaN - lumaM);
|
|
float gradientS = abs(lumaS - lumaM);
|
|
lumaN = (lumaN + lumaM) * 0.5;
|
|
lumaS = (lumaS + lumaM) * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
bool pairN = gradientN >= gradientS;
|
|
if(!pairN) lumaN = lumaS;
|
|
if(!pairN) gradientN = gradientS;
|
|
if(!pairN) lengthSign *= -1.0;
|
|
float2 posN;
|
|
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
|
|
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
|
|
/*--------------------------------------------------------------------------*/
|
|
#define FXAA_SEARCH_STEPS 6
|
|
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
|
/*--------------------------------------------------------------------------*/
|
|
gradientN *= FXAA_SEARCH_THRESHOLD;
|
|
/*--------------------------------------------------------------------------*/
|
|
float2 posP = posN;
|
|
float2 offNP = horzSpan ?
|
|
FxaaFloat2(rcpFrame.x, 0.0) :
|
|
FxaaFloat2(0.0f, rcpFrame.y);
|
|
float lumaEndN;
|
|
float lumaEndP;
|
|
bool doneN = false;
|
|
bool doneP = false;
|
|
posN += offNP * (-1.5);
|
|
posP += offNP * ( 1.5);
|
|
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
|
|
lumaEndN = FxaaTexTop(tex, posN.xy).w;
|
|
lumaEndP = FxaaTexTop(tex, posP.xy).w;
|
|
bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
|
|
bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
|
|
if(doneN2 && !doneN) posN += offNP;
|
|
if(doneP2 && !doneP) posP -= offNP;
|
|
if(doneN2 && doneP2) break;
|
|
doneN = doneN2;
|
|
doneP = doneP2;
|
|
if(!doneN) posN -= offNP * 2.0;
|
|
if(!doneP) posP += offNP * 2.0; }
|
|
/*--------------------------------------------------------------------------*/
|
|
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
|
|
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
|
|
/*--------------------------------------------------------------------------*/
|
|
bool directionN = dstN < dstP;
|
|
lumaEndN = directionN ? lumaEndN : lumaEndP;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
|
|
lengthSign = 0.0;
|
|
/*--------------------------------------------------------------------------*/
|
|
float spanLength = (dstP + dstN);
|
|
dstN = directionN ? dstN : dstP;
|
|
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
|
|
subPixelOffset += blendL * (1.0/8.0);
|
|
subPixelOffset *= lengthSign;
|
|
float3 rgbF = FxaaTexTop(tex, FxaaFloat2(
|
|
pos.x + (horzSpan ? 0.0 : subPixelOffset),
|
|
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_LINEAR == 1)
|
|
lumaL *= lumaL;
|
|
#endif
|
|
float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
|
|
float lumaB = FxaaLerp(lumaF, lumaL, blendL);
|
|
float scale = min(4.0, lumaB/lumaF);
|
|
rgbF *= scale;
|
|
return float4(rgbF, lumaM); }
|
|
/*==========================================================================*/
|
|
#endif
|
|
|
|
|
|
uniform sampler2D imgWithLumaTex;
|
|
uniform vec2 rcpFrame;
|
|
void main (void)
|
|
{
|
|
vec4 pospos = vec4(0,0,0,0);
|
|
vec4 rcpFrameOpt = vec4(0,0,0,0);
|
|
|
|
vec4 col = FxaaPixelShader(gl_TexCoord[0].xy, pospos, imgWithLumaTex, rcpFrame, rcpFrameOpt);
|
|
gl_FragColor = col;
|
|
} |