/**
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* @license
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* Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples
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// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h
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// Steps used to integrate into Cesium:
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// * The following defines are set:
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// #define FXAA_PC 1
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// #define FXAA_WEBGL_1 1
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// #define FXAA_GREEN_AS_LUMA 1
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// #define FXAA_EARLY_EXIT 1
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// #define FXAA_GLSL_120 1
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// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.
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// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace
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// /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.
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// * There are no implicit conversions from ivec* to vec* so replace:
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// #define FxaaInt2 ivec2
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// with
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// #define FxaaInt2 vec2
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// * The texture2DLod function is only available in vertex shaders so replace:
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// #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
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// #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
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// with
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// #define FxaaTexTop(t, p) texture2D(t, p)
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// #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
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// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.
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// * The following parameters to FxaaPixelShader are unused and can be removed:
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// fxaaConsolePosPos
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// fxaaConsoleRcpFrameOpt
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// fxaaConsoleRcpFrameOpt2
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// fxaaConsole360RcpFrameOpt2
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// fxaaConsoleEdgeSharpness
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// fxaaConsoleEdgeThreshold
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// fxaaConsoleEdgeThresholdMi
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// fxaaConsole360ConstDir
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//
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// Choose the quality preset.
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// This needs to be compiled into the shader as it effects code.
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// Best option to include multiple presets is to
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// in each shader define the preset, then include this file.
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//
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// OPTIONS
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// -----------------------------------------------------------------------
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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// 39 - no dither, very expensive
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//
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// NOTES
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// -----------------------------------------------------------------------
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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// 13 = about same speed as FXAA 3.9 and better than 12
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// 23 = closest to FXAA 3.9 visually and performance wise
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// _ = the lowest digit is directly related to performance
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// _ = the highest digit is directly related to style
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//
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//#define FXAA_QUALITY_PRESET 12
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#if (FXAA_QUALITY_PRESET == 10)
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#define FXAA_QUALITY_PS 3
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#define FXAA_QUALITY_P0 1.5
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#define FXAA_QUALITY_P1 3.0
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#define FXAA_QUALITY_P2 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 11)
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#define FXAA_QUALITY_PS 4
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 3.0
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#define FXAA_QUALITY_P3 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 12)
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#define FXAA_QUALITY_PS 5
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 4.0
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#define FXAA_QUALITY_P4 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 13)
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#define FXAA_QUALITY_PS 6
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 4.0
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#define FXAA_QUALITY_P5 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 14)
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#define FXAA_QUALITY_PS 7
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 4.0
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#define FXAA_QUALITY_P6 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 15)
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#define FXAA_QUALITY_PS 8
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 4.0
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#define FXAA_QUALITY_P7 12.0
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#endif
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#if (FXAA_QUALITY_PRESET == 20)
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#define FXAA_QUALITY_PS 3
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#define FXAA_QUALITY_P0 1.5
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#define FXAA_QUALITY_P1 2.0
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#define FXAA_QUALITY_P2 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 21)
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#define FXAA_QUALITY_PS 4
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 22)
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#define FXAA_QUALITY_PS 5
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 23)
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#define FXAA_QUALITY_PS 6
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 24)
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#define FXAA_QUALITY_PS 7
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 3.0
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#define FXAA_QUALITY_P6 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 25)
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#define FXAA_QUALITY_PS 8
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 4.0
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#define FXAA_QUALITY_P7 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 26)
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#define FXAA_QUALITY_PS 9
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 4.0
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#define FXAA_QUALITY_P8 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 27)
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#define FXAA_QUALITY_PS 10
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 4.0
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#define FXAA_QUALITY_P9 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 28)
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#define FXAA_QUALITY_PS 11
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 2.0
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#define FXAA_QUALITY_P9 4.0
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#define FXAA_QUALITY_P10 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 29)
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#define FXAA_QUALITY_PS 12
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 2.0
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#define FXAA_QUALITY_P9 2.0
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#define FXAA_QUALITY_P10 4.0
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#define FXAA_QUALITY_P11 8.0
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#endif
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#if (FXAA_QUALITY_PRESET == 39)
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#define FXAA_QUALITY_PS 12
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.0
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#define FXAA_QUALITY_P2 1.0
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#define FXAA_QUALITY_P3 1.0
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#define FXAA_QUALITY_P4 1.0
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#define FXAA_QUALITY_P5 1.5
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 2.0
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#define FXAA_QUALITY_P9 2.0
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#define FXAA_QUALITY_P10 4.0
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#define FXAA_QUALITY_P11 8.0
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#endif
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#define FxaaBool bool
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#define FxaaFloat float
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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 FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 vec2
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#define FxaaTex sampler2D
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTexTop(t, p) texture2D(t, p)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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FxaaFloat4 FxaaPixelShader(
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Quality.
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// This must be from a constant/uniform.
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// {x_} = 1.0/screenWidthInPixels
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// {_y} = 1.0/screenHeightInPixels
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FxaaFloat2 fxaaQualityRcpFrame,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY_SUBPIX define.
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// It is here now to allow easier tuning.
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// Choose the amount of sub-pixel aliasing removal.
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// This can effect sharpness.
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// 1.00 - upper limit (softer)
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// 0.75 - default amount of filtering
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// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
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// 0.25 - almost off
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// 0.00 - completely off
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FxaaFloat fxaaQualitySubpix,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// The minimum amount of local contrast required to apply algorithm.
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// 0.333 - too little (faster)
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// 0.250 - low quality
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// 0.166 - default
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// 0.125 - high quality
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// 0.063 - overkill (slower)
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FxaaFloat fxaaQualityEdgeThreshold,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// 0.0833 - upper limit (default, the start of visible unfiltered edges)
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// 0.0625 - high quality (faster)
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// 0.0312 - visible limit (slower)
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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FxaaFloat fxaaQualityEdgeThresholdMin
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) {
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
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#define lumaM rgbyM.y
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FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
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/*--------------------------------------------------------------------------*/
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FxaaFloat maxSM = max(lumaS, lumaM);
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FxaaFloat minSM = min(lumaS, lumaM);
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FxaaFloat maxESM = max(lumaE, maxSM);
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FxaaFloat minESM = min(lumaE, minSM);
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FxaaFloat maxWN = max(lumaN, lumaW);
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FxaaFloat minWN = min(lumaN, lumaW);
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FxaaFloat rangeMax = max(maxWN, maxESM);
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FxaaFloat rangeMin = min(minWN, minESM);
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FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
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FxaaFloat range = rangeMax - rangeMin;
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FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
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FxaaBool earlyExit = range < rangeMaxClamped;
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/*--------------------------------------------------------------------------*/
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if(earlyExit)
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return rgbyM;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
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FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNWSW = lumaNW + lumaSW;
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FxaaFloat lumaSWSE = lumaSW + lumaSE;
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FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
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FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
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/*--------------------------------------------------------------------------*/
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FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
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FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
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FxaaBool horzSpan = edgeHorz >= edgeVert;
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FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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/*--------------------------------------------------------------------------*/
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
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FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
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/*--------------------------------------------------------------------------*/
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FxaaFloat gradientN = lumaN - lumaM;
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FxaaFloat gradientS = lumaS - lumaM;
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FxaaFloat lumaNN = lumaN + lumaM;
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FxaaFloat lumaSS = lumaS + lumaM;
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FxaaBool pairN = abs(gradientN) >= abs(gradientS);
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FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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FxaaFloat2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
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FxaaFloat2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
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FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
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FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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FxaaFloat subpixE = subpixC * subpixC;
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FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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/*--------------------------------------------------------------------------*/
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if(!pairN) lumaNN = lumaSS;
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FxaaFloat gradientScaled = gradient * 1.0/4.0;
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FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
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FxaaFloat subpixF = subpixD * subpixE;
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FxaaBool lumaMLTZero = lumaMM < 0.0;
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/*--------------------------------------------------------------------------*/
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lumaEndN -= lumaNN * 0.5;
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lumaEndP -= lumaNN * 0.5;
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FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
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FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
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FxaaBool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
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/*--------------------------------------------------------------------------*/
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
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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;
|
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
}
|