748 lines
32 KiB
GLSL
748 lines
32 KiB
GLSL
//----------------------------------------------------------------------------------
|
|
//
|
|
// Copyright (c) 2014, NVIDIA CORPORATION. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without
|
|
// modification, are permitted provided that the following conditions
|
|
// are met:
|
|
// * Redistributions of source code must retain the above copyright
|
|
// notice, this list of conditions and the following disclaimer.
|
|
// * Redistributions in binary form must reproduce the above copyright
|
|
// notice, this list of conditions and the following disclaimer in the
|
|
// documentation and/or other materials provided with the distribution.
|
|
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
|
// contributors may be used to endorse or promote products derived
|
|
// from this software without specific prior written permission.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
|
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
|
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
/*============================================================================
|
|
|
|
|
|
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
Modified for Urho3D
|
|
|
|
============================================================================*/
|
|
|
|
/*==========================================================================*/
|
|
//
|
|
// Urho3D specific preparations
|
|
//
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
#include "Uniforms.glsl"
|
|
#include "Samplers.glsl"
|
|
#include "Transform.glsl"
|
|
#include "ScreenPos.glsl"
|
|
|
|
varying vec2 vScreenPos;
|
|
|
|
/*==========================================================================*/
|
|
//
|
|
// Shader Requirements
|
|
//
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
#define FXAA_FAST_PIXEL_OFFSET 0
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define Fxaa_vec2 ivec2
|
|
#else
|
|
#define Fxaa_vec2 vec2
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - TUNING KNOBS
|
|
------------------------------------------------------------------------------
|
|
NOTE the other tuning knobs are now in the shader function inputs!
|
|
============================================================================*/
|
|
#ifndef FXAA_QUALITY_PRESET
|
|
//
|
|
// Choose the quality preset.
|
|
// This needs to be compiled into the shader as it effects code.
|
|
// Best option to include multiple presets is to
|
|
// in each shader define the preset, then include this file.
|
|
//
|
|
// OPTIONS
|
|
// -----------------------------------------------------------------------
|
|
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
|
|
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
|
|
// 39 - no dither, very expensive
|
|
//
|
|
// NOTES
|
|
// -----------------------------------------------------------------------
|
|
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
|
|
// 13 = about same speed as FXAA 3.9 and better than 12
|
|
// 23 = closest to FXAA 3.9 visually and performance wise
|
|
// _ = the lowest digit is directly related to performance
|
|
// _ = the highest digit is directly related to style
|
|
//
|
|
#define FXAA_QUALITY_PRESET 12
|
|
#endif
|
|
|
|
|
|
/*============================================================================
|
|
|
|
FXAA QUALITY - PRESETS
|
|
|
|
============================================================================*/
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - MEDIUM DITHER PRESETS
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY_PRESET == 10)
|
|
#define FXAA_QUALITY_PS 3
|
|
#define FXAA_QUALITY_P0 1.5
|
|
#define FXAA_QUALITY_P1 3.0
|
|
#define FXAA_QUALITY_P2 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 11)
|
|
#define FXAA_QUALITY_PS 4
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 3.0
|
|
#define FXAA_QUALITY_P3 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 12)
|
|
#define FXAA_QUALITY_PS 5
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 4.0
|
|
#define FXAA_QUALITY_P4 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 13)
|
|
#define FXAA_QUALITY_PS 6
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 4.0
|
|
#define FXAA_QUALITY_P5 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 14)
|
|
#define FXAA_QUALITY_PS 7
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 4.0
|
|
#define FXAA_QUALITY_P6 12.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 15)
|
|
#define FXAA_QUALITY_PS 8
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 4.0
|
|
#define FXAA_QUALITY_P7 12.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - LOW DITHER PRESETS
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY_PRESET == 20)
|
|
#define FXAA_QUALITY_PS 3
|
|
#define FXAA_QUALITY_P0 1.5
|
|
#define FXAA_QUALITY_P1 2.0
|
|
#define FXAA_QUALITY_P2 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 21)
|
|
#define FXAA_QUALITY_PS 4
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 22)
|
|
#define FXAA_QUALITY_PS 5
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 23)
|
|
#define FXAA_QUALITY_PS 6
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 24)
|
|
#define FXAA_QUALITY_PS 7
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 3.0
|
|
#define FXAA_QUALITY_P6 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 25)
|
|
#define FXAA_QUALITY_PS 8
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 4.0
|
|
#define FXAA_QUALITY_P7 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 26)
|
|
#define FXAA_QUALITY_PS 9
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 4.0
|
|
#define FXAA_QUALITY_P8 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 27)
|
|
#define FXAA_QUALITY_PS 10
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 4.0
|
|
#define FXAA_QUALITY_P9 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 28)
|
|
#define FXAA_QUALITY_PS 11
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 4.0
|
|
#define FXAA_QUALITY_P10 8.0
|
|
#endif
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PRESET == 29)
|
|
#define FXAA_QUALITY_PS 12
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.5
|
|
#define FXAA_QUALITY_P2 2.0
|
|
#define FXAA_QUALITY_P3 2.0
|
|
#define FXAA_QUALITY_P4 2.0
|
|
#define FXAA_QUALITY_P5 2.0
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 2.0
|
|
#define FXAA_QUALITY_P10 4.0
|
|
#define FXAA_QUALITY_P11 8.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
FXAA QUALITY - EXTREME QUALITY
|
|
============================================================================*/
|
|
#if (FXAA_QUALITY_PRESET == 39)
|
|
#define FXAA_QUALITY_PS 12
|
|
#define FXAA_QUALITY_P0 1.0
|
|
#define FXAA_QUALITY_P1 1.0
|
|
#define FXAA_QUALITY_P2 1.0
|
|
#define FXAA_QUALITY_P3 1.0
|
|
#define FXAA_QUALITY_P4 1.0
|
|
#define FXAA_QUALITY_P5 1.5
|
|
#define FXAA_QUALITY_P6 2.0
|
|
#define FXAA_QUALITY_P7 2.0
|
|
#define FXAA_QUALITY_P8 2.0
|
|
#define FXAA_QUALITY_P9 2.0
|
|
#define FXAA_QUALITY_P10 4.0
|
|
#define FXAA_QUALITY_P11 8.0
|
|
#endif
|
|
|
|
/*============================================================================
|
|
|
|
Support Functions
|
|
|
|
============================================================================*/
|
|
|
|
float CalcLuma(vec3 rgb)
|
|
{
|
|
vec3 luma = vec3(0.299, 0.587, 0.114);
|
|
return dot(rgb, luma);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
#ifdef GL3
|
|
|
|
#define FxaaTexTop(t, p) vec4(textureLod(t, p, 0.0).rgb, 1.0)
|
|
#define LumaTop(t, p) CalcLuma(textureLod(t, p, 0.0).rgb)
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define LumaOff(t, p, o, r) CalcLuma(textureLodOffset(t, p, 0.0, o).rgb)
|
|
#else
|
|
#define LumaOff(t, p, o, r) CalcLuma(textureLod(t, p + (o * r), 0.0).rgb)
|
|
#endif
|
|
|
|
#else
|
|
|
|
#define FxaaTexTop(t, p) vec4(texture2DLod(t, p, 0.0).rgb, 1.0)
|
|
#define LumaTop(t, p) CalcLuma(texture2DLod(t, p, 0.0).rgb)
|
|
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
|
#define LumaOff(t, p, o, r) CalcLuma(texture2DLodOffset(t, p, 0.0, o).rgb)
|
|
#else
|
|
#define LumaOff(t, p, o, r) CalcLuma(texture2DLod(t, p + (o * r), 0.0).rgb)
|
|
#endif
|
|
|
|
#endif
|
|
|
|
/*============================================================================
|
|
|
|
FXAA3 QUALITY - PC
|
|
|
|
============================================================================*/
|
|
vec4 FxaaPixelShader(
|
|
//
|
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
|
// {xy} = center of pixel
|
|
vec2 pos,
|
|
//
|
|
// Input color texture.
|
|
// {rgb_} = color in linear or perceptual color space
|
|
// if (FXAA_GREEN_AS_LUMA == 0)
|
|
// {__a} = luma in perceptual color space (not linear)
|
|
sampler2D tex,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This must be from a constant/uniform.
|
|
// {x_} = 1.0/screenWidthInPixels
|
|
// {_y} = 1.0/screenHeightInPixels
|
|
vec2 fxaaQualityRcpFrame,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_SUBPIX define.
|
|
// It is here now to allow easier tuning.
|
|
// Choose the amount of sub-pixel aliasing removal.
|
|
// This can effect sharpness.
|
|
// 1.00 - upper limit (softer)
|
|
// 0.75 - default amount of filtering
|
|
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
|
// 0.25 - almost off
|
|
// 0.00 - completely off
|
|
float fxaaQualitySubpix,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
|
|
// It is here now to allow easier tuning.
|
|
// The minimum amount of local contrast required to apply algorithm.
|
|
// 0.333 - too little (faster)
|
|
// 0.250 - low quality
|
|
// 0.166 - default
|
|
// 0.125 - high quality
|
|
// 0.063 - overkill (slower)
|
|
float fxaaQualityEdgeThreshold,
|
|
//
|
|
// Only used on FXAA Quality.
|
|
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
|
|
// It is here now to allow easier tuning.
|
|
// Trims the algorithm from processing darks.
|
|
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
|
// 0.0625 - high quality (faster)
|
|
// 0.0312 - visible limit (slower)
|
|
// Special notes when using FXAA_GREEN_AS_LUMA,
|
|
// Likely want to set this to zero.
|
|
// As colors that are mostly not-green
|
|
// will appear very dark in the green channel!
|
|
// Tune by looking at mostly non-green content,
|
|
// then start at zero and increase until aliasing is a problem.
|
|
float fxaaQualityEdgeThresholdMin
|
|
) {
|
|
/*--------------------------------------------------------------------------*/
|
|
vec2 posM;
|
|
posM.x = pos.x;
|
|
posM.y = pos.y;
|
|
|
|
vec4 rgbyM = FxaaTexTop(tex, posM);
|
|
rgbyM.y = CalcLuma(rgbyM.rgb);
|
|
#define lumaM rgbyM.y
|
|
float lumaS = LumaOff(tex, posM, Fxaa_vec2( 0, 1), fxaaQualityRcpFrame.xy);
|
|
float lumaE = LumaOff(tex, posM, Fxaa_vec2( 1, 0), fxaaQualityRcpFrame.xy);
|
|
float lumaN = LumaOff(tex, posM, Fxaa_vec2( 0,-1), fxaaQualityRcpFrame.xy);
|
|
float lumaW = LumaOff(tex, posM, Fxaa_vec2(-1, 0), fxaaQualityRcpFrame.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
float maxSM = max(lumaS, lumaM);
|
|
float minSM = min(lumaS, lumaM);
|
|
float maxESM = max(lumaE, maxSM);
|
|
float minESM = min(lumaE, minSM);
|
|
float maxWN = max(lumaN, lumaW);
|
|
float minWN = min(lumaN, lumaW);
|
|
float rangeMax = max(maxWN, maxESM);
|
|
float rangeMin = min(minWN, minESM);
|
|
float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
|
float range = rangeMax - rangeMin;
|
|
float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
|
bool earlyExit = range < rangeMaxClamped;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(earlyExit)
|
|
return FxaaTexTop(tex, pos);
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNW = LumaOff(tex, posM, Fxaa_vec2(-1,-1), fxaaQualityRcpFrame.xy);
|
|
float lumaSE = LumaOff(tex, posM, Fxaa_vec2( 1, 1), fxaaQualityRcpFrame.xy);
|
|
float lumaNE = LumaOff(tex, posM, Fxaa_vec2( 1,-1), fxaaQualityRcpFrame.xy);
|
|
float lumaSW = LumaOff(tex, posM, Fxaa_vec2(-1, 1), fxaaQualityRcpFrame.xy);
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNS = lumaN + lumaS;
|
|
float lumaWE = lumaW + lumaE;
|
|
float subpixRcpRange = 1.0/range;
|
|
float subpixNSWE = lumaNS + lumaWE;
|
|
float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
|
float edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNESE = lumaNE + lumaSE;
|
|
float lumaNWNE = lumaNW + lumaNE;
|
|
float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
|
float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
|
/*--------------------------------------------------------------------------*/
|
|
float lumaNWSW = lumaNW + lumaSW;
|
|
float lumaSWSE = lumaSW + lumaSE;
|
|
float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
|
float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
|
float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
|
float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
|
float edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
|
float edgeVert = abs(edgeVert3) + edgeVert4;
|
|
/*--------------------------------------------------------------------------*/
|
|
float subpixNWSWNESE = lumaNWSW + lumaNESE;
|
|
float lengthSign = fxaaQualityRcpFrame.x;
|
|
bool horzSpan = edgeHorz >= edgeVert;
|
|
float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!horzSpan) lumaN = lumaW;
|
|
if(!horzSpan) lumaS = lumaE;
|
|
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
|
float subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
|
/*--------------------------------------------------------------------------*/
|
|
float gradientN = lumaN - lumaM;
|
|
float gradientS = lumaS - lumaM;
|
|
float lumaNN = lumaN + lumaM;
|
|
float lumaSS = lumaS + lumaM;
|
|
bool pairN = abs(gradientN) >= abs(gradientS);
|
|
float gradient = max(abs(gradientN), abs(gradientS));
|
|
if(pairN) lengthSign = -lengthSign;
|
|
float subpixC = clamp((abs(subpixB) * subpixRcpRange), 0.0, 1.0);
|
|
/*--------------------------------------------------------------------------*/
|
|
vec2 posB;
|
|
posB.x = posM.x;
|
|
posB.y = posM.y;
|
|
vec2 offNP;
|
|
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
|
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
|
if(!horzSpan) posB.x += lengthSign * 0.5;
|
|
if( horzSpan) posB.y += lengthSign * 0.5;
|
|
/*--------------------------------------------------------------------------*/
|
|
vec2 posN;
|
|
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
|
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
|
vec2 posP;
|
|
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
|
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
|
float subpixD = ((-2.0)*subpixC) + 3.0;
|
|
float lumaEndN = LumaTop(tex, posN);
|
|
float subpixE = subpixC * subpixC;
|
|
float lumaEndP = LumaTop(tex, posP);
|
|
/*--------------------------------------------------------------------------*/
|
|
if(!pairN) lumaNN = lumaSS;
|
|
float gradientScaled = gradient * 1.0/4.0;
|
|
float lumaMM = lumaM - lumaNN * 0.5;
|
|
float subpixF = subpixD * subpixE;
|
|
bool lumaMLTZero = lumaMM < 0.0;
|
|
/*--------------------------------------------------------------------------*/
|
|
lumaEndN -= lumaNN * 0.5;
|
|
lumaEndP -= lumaNN * 0.5;
|
|
bool doneN = abs(lumaEndN) >= gradientScaled;
|
|
bool doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
|
bool doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
|
|
/*--------------------------------------------------------------------------*/
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(tex, posP.xy);
|
|
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
|
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
|
doneN = abs(lumaEndN) >= gradientScaled;
|
|
doneP = abs(lumaEndP) >= gradientScaled;
|
|
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
|
|
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
|
|
doneNP = (!doneN) || (!doneP);
|
|
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
|
|
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
|
|
/*--------------------------------------------------------------------------*/
|
|
#if (FXAA_QUALITY_PS > 3)
|
|
if(doneNP) {
|
|
if(!doneN) lumaEndN = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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 = LumaTop(tex, posN.xy);
|
|
if(!doneP) lumaEndP = LumaTop(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
|
|
/*--------------------------------------------------------------------------*/
|
|
}
|
|
/*--------------------------------------------------------------------------*/
|
|
float dstN = posM.x - posN.x;
|
|
float dstP = posP.x - posM.x;
|
|
if(!horzSpan) dstN = posM.y - posN.y;
|
|
if(!horzSpan) dstP = posP.y - posM.y;
|
|
/*--------------------------------------------------------------------------*/
|
|
bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
|
float spanLength = (dstP + dstN);
|
|
bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
|
float spanLengthRcp = 1.0/spanLength;
|
|
/*--------------------------------------------------------------------------*/
|
|
bool directionN = dstN < dstP;
|
|
float dst = min(dstN, dstP);
|
|
bool goodSpan = directionN ? goodSpanN : goodSpanP;
|
|
float subpixG = subpixF * subpixF;
|
|
float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
|
float subpixH = subpixG * fxaaQualitySubpix;
|
|
/*--------------------------------------------------------------------------*/
|
|
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
|
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
|
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
|
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
|
return FxaaTexTop(tex, posM);
|
|
}
|
|
/*==========================================================================*/
|
|
|
|
/*============================================================================
|
|
|
|
Urho3D Vertex- and Pixelshader
|
|
|
|
============================================================================*/
|
|
|
|
void VS()
|
|
{
|
|
mat4 modelMatrix = iModelMatrix;
|
|
vec3 worldPos = GetWorldPos(modelMatrix);
|
|
gl_Position = GetClipPos(worldPos);
|
|
vScreenPos = GetScreenPosPreDiv(gl_Position);
|
|
}
|
|
|
|
void PS()
|
|
{
|
|
vec2 rcpFrame = vec2(cGBufferInvSize.x, cGBufferInvSize.y);
|
|
|
|
gl_FragColor = FxaaPixelShader(
|
|
vScreenPos, // vec2 pos,
|
|
sDiffMap, // sampler2D tex,
|
|
rcpFrame, // vec2 fxaaQualityRcpFrame,
|
|
0.75, // float fxaaQualitySubpix,
|
|
0.166, // float fxaaQualityEdgeThreshold,
|
|
0.0833 // float fxaaQualityEdgeThresholdMin
|
|
);
|
|
}
|
|
|