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GSdx.fx
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GSdx.fx
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/*===============================================================================*\
|######################## [GSdx FX Suite v2.40] ########################|
|########################## By Asmodean ##########################|
|| ||
|| This program is free software; you can redistribute it and/or ||
|| modify it under the terms of the GNU General Public License ||
|| as published by the Free Software Foundation; either version 2 ||
|| of the License, or (at your option) any later version. ||
|| ||
|| This program is distributed in the hope that it will be useful, ||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|| GNU General Public License for more details. (c)2016 ||
|| ||
|#################################################################################|
\*===============================================================================*/
#ifndef SHADER_MODEL
#define GLSL 1
#else
#define GLSL 0
#endif
/*------------------------------------------------------------------------------
[GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/
#if GLSL == 1
#define int2 ivec2
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define float4x4 mat4
#define float3x3 mat3
#define float4x3 mat4x3
#define static
#define fmod mod
#define frac fract
#define mul(x, y) (y * x)
#define lerp(x,y,s) mix(x,y,s)
#define saturate(x) clamp(x, 0.0, 1.0)
#define SamplerState sampler2D
in SHADER
{
vec4 p;
vec2 t;
vec4 c;
} PSin;
layout(location = 0) out vec4 SV_Target0;
layout(std140, binding = 14) uniform cb14
{
vec2 _xyFrame;
vec4 _rcpFrame;
};
#else
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
cbuffer cb0
{
float2 _xyFrame;
float4 _rcpFrame;
};
struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 c : SV_Target0;
};
#endif
static float Epsilon = 1e-10;
static float2 pixelSize = _rcpFrame.xy;
static float2 screenSize = _xyFrame;
static const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
//Conversion matrices
float3 RGBtoXYZ(float3 rgb)
{
const float3x3 m = float3x3(
0.4124564, 0.3575761, 0.1804375,
0.2126729, 0.7151522, 0.0721750,
0.0193339, 0.1191920, 0.9503041);
return mul(m, rgb);
}
float3 XYZtoRGB(float3 xyz)
{
const float3x3 m = float3x3(
3.2404542,-1.5371385,-0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434,-0.2040259, 1.0572252);
return mul(m, xyz);
}
float3 RGBtoYUV(float3 RGB)
{
const float3x3 m = float3x3(
0.2126, 0.7152, 0.0722,
-0.09991,-0.33609, 0.436,
0.615, -0.55861, -0.05639);
return mul(m, RGB);
}
float3 YUVtoRGB(float3 YUV)
{
const float3x3 m = float3x3(
1.000, 0.000, 1.28033,
1.000,-0.21482,-0.38059,
1.000, 2.12798, 0.000);
return mul(m, YUV);
}
//Converting XYZ to Yxy
float3 XYZtoYxy(float3 xyz)
{
float w = (xyz.r + xyz.g + xyz.b);
float3 Yxy;
Yxy.r = xyz.g;
Yxy.g = xyz.r / w;
Yxy.b = xyz.g / w;
return Yxy;
}
//Converting Yxy to XYZ
float3 YxytoXYZ(float3 Yxy)
{
float3 xyz;
xyz.g = Yxy.r;
xyz.r = Yxy.r * Yxy.g / Yxy.b;
xyz.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;
return xyz;
}
//Average relative luminance
float AvgLuminance(float3 color)
{
return sqrt(dot(color * color, lumCoeff));
}
float smootherstep(float a, float b, float x)
{
x = saturate((x - a) / (b - a));
return x*x*x*(x*(x * 6 - 15) + 10);
}
/*
float4 DebugClipping(float4 color)
{
if (color.x >= 0.99999 && color.y >= 0.99999 &&
color.z >= 0.99999) color.xyz = float3(1.0f, 0.0f, 0.0f);
if (color.x <= 0.00001 && color.y <= 0.00001 &&
color.z <= 0.00001) color.xyz = float3(0.0f, 0.0f, 1.0f);
return color;
}
*/
float4 sample_tex(SamplerState texSample, float2 texcoord)
{
#if GLSL == 1
return texture(texSample, texcoord);
#else
return Texture.Sample(texSample, texcoord);
#endif
}
float4 sample_texLod(SamplerState texSample, float2 texcoord, float lod)
{
#if GLSL == 1
return textureLod(texSample, texcoord, lod);
#else
return Texture.SampleLevel(texSample, texcoord, lod);
#endif
}
/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
------------------------------------------------------------------------------*/
#if UHQ_FXAA == 1
#if SHADER_MODEL >= 0x500
#define FXAA_HLSL_5 1
#define FXAA_GATHER4_ALPHA 1
#elif GLSL == 1
#define FXAA_GATHER4_ALPHA 1
#else
#define FXAA_HLSL_4 1
#define FXAA_GATHER4_ALPHA 0
#endif
#if FxaaQuality == 4
#define FxaaEdgeThreshold 0.063
#define FxaaEdgeThresholdMin 0.000
#elif FxaaQuality == 3
#define FxaaEdgeThreshold 0.125
#define FxaaEdgeThresholdMin 0.0312
#elif FxaaQuality == 2
#define FxaaEdgeThreshold 0.166
#define FxaaEdgeThresholdMin 0.0625
#elif FxaaQuality == 1
#define FxaaEdgeThreshold 0.250
#define FxaaEdgeThresholdMin 0.0833
#endif
#if FXAA_HLSL_5 == 1
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) t.tex.GatherAlpha(t.smpl, p)
#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
#define FxaaDiscard clip(-1)
#define FxaaSat(x) saturate(x)
#elif FXAA_HLSL_4 == 1
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 FxaaDiscard clip(-1)
#define FxaaSat(x) saturate(x)
#endif
#if GLSL == 1
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if FXAA_GATHER4_ALPHA == 1
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
#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
#define FXAA_QUALITY__P12 8.0
float FxaaLuma(float4 rgba)
{
rgba.w = AvgLuminance(rgba.xyz);
return rgba.w;
}
float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaSubpix, float fxaaEdgeThreshold, float fxaaEdgeThresholdMin)
{
float2 posM;
posM.x = pos.x;
posM.y = pos.y;
#if FXAA_GATHER4_ALPHA == 1
float4 rgbyM = FxaaTexTop(tex, posM);
float4 luma4A = FxaaTexAlpha4(tex, posM);
float4 luma4B = FxaaTexOffAlpha4(tex, posM, int2(-1, -1));
rgbyM.w = AvgLuminance(rgbyM.xyz);
#define lumaM rgbyM.w
#define lumaE luma4A.z
#define lumaS luma4A.x
#define lumaSE luma4A.y
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
#else
float4 rgbyM = FxaaTexTop(tex, posM);
rgbyM.w = AvgLuminance(rgbyM.xyz);
#define lumaM rgbyM.w
float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy));
float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy));
float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy));
float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy));
#endif
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 range = rangeMax - rangeMin;
float rangeMaxScaled = rangeMax * fxaaEdgeThreshold;
float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled);
bool earlyExit = range < rangeMaxClamped;
#if FxaaEarlyExit == 1
if(earlyExit) { return rgbyM; }
#endif
#if FXAA_GATHER4_ALPHA == 0
float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy));
float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy));
float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
#else
float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
#endif
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 = fxaaRcpFrame.x;
bool horzSpan = edgeHorz >= edgeVert;
float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
if(horzSpan) lengthSign = fxaaRcpFrame.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 = FxaaSat(abs(subpixB) * subpixRcpRange);
float2 posB;
posB.x = posM.x;
posB.y = posM.y;
float2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y;
if(!horzSpan) posB.x += lengthSign * 0.5;
if( horzSpan) posB.y += lengthSign * 0.5;
float2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
float2 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 = FxaaLuma(FxaaTexTop(tex, posN));
float subpixE = subpixC * subpixC;
float lumaEndP = FxaaLuma(FxaaTexTop(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 = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
if(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(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(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(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(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(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(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(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(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(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;
}}}}}}}}}}}
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 * fxaaSubpix;
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
return float4(FxaaTexTop(tex, posM).xyz, lumaM);
}
float4 FxaaPass(float4 FxaaColor, float2 texcoord)
{
#if GLSL == 1
FxaaColor = FxaaPixelShader(texcoord, TextureSampler, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#else
FxaaTex tex;
tex.tex = Texture;
tex.smpl = TextureSampler;
FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#endif
return FxaaColor;
}
#endif
/*------------------------------------------------------------------------------
[TEXTURE FILTERING FUNCTIONS]
------------------------------------------------------------------------------*/
float BSpline(float x)
{
float f = x;
if (f < 0.0)
{
f = -f;
}
if (f >= 0.0 && f <= 1.0)
{
return (2.0 / 3.0) + (0.5) * (f* f * f) - (f*f);
}
else if (f > 1.0 && f <= 2.0)
{
return 1.0 / 6.0 * pow((2.0 - f), 3.0);
}
return 1.0;
}
float CatMullRom(float x)
{
float b = 0.0;
float c = 0.5;
float f = x;
if (f < 0.0)
{
f = -f;
}
if (f < 1.0)
{
return ((12.0 - 9.0 * b - 6.0 * c) *
(f * f * f) + (-18.0 + 12.0 * b + 6.0 * c) *
(f * f) + (6.0 - 2.0 * b)) / 6.0;
}
else if (f >= 1.0 && f < 2.0)
{
return ((-b - 6.0 * c) * (f * f * f) +
(6.0 * b + 30.0 * c) *(f *f) +
(-(12.0 * b) - 48.0 * c) * f +
8.0 * b + 24.0 * c) / 6.0;
}
else
{
return 0.0;
}
}
float Bell(float x)
{
float f = (x / 2.0) * 1.5;
if (f > -1.5 && f < -0.5)
{
return(0.5 * pow(f + 1.5, 2.0));
}
else if (f > -0.5 && f < 0.5)
{
return 3.0 / 4.0 - (f * f);
}
else if ((f > 0.5 && f < 1.5))
{
return(0.5 * pow(f - 1.5, 2.0));
}
return 0.0;
}
float Triangular(float x)
{
x = x / 2.0;
if (x < 0.0)
{
return (x + 1.0);
}
else
{
return (1.0 - x);
}
return 0.0;
}
float Cubic(float coeff)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - coeff;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return (x + y + z + w) / 4.0;
}
/*------------------------------------------------------------------------------
[BILINEAR FILTERING CODE SECTION]
------------------------------------------------------------------------------*/
#if BILINEAR_FILTERING == 1
float4 SampleBiLinear(SamplerState texSample, float2 texcoord)
{
float texelSizeX = pixelSize.x;
float texelSizeY = pixelSize.y;
int nX = int(texcoord.x * screenSize.x);
int nY = int(texcoord.y * screenSize.y);
float2 uvCoord = float2((float(nX) + OffsetAmount) / screenSize.x, (float(nY) + OffsetAmount) / screenSize.y);
// Take nearest two data in current row.
float4 SampleA = sample_tex(texSample, uvCoord);
float4 SampleB = sample_tex(texSample, uvCoord + float2(texelSizeX, 0.0));
// Take nearest two data in bottom row.
float4 SampleC = sample_tex(texSample, uvCoord + float2(0.0, texelSizeY));
float4 SampleD = sample_tex(texSample, uvCoord + float2(texelSizeX, texelSizeY));
float LX = frac(texcoord.x * screenSize.x); //Get Interpolation factor for X direction.
// Interpolate in X direction.
float4 InterpolateA = lerp(SampleA, SampleB, LX); //Top row in X direction.
float4 InterpolateB = lerp(SampleC, SampleD, LX); //Bottom row in X direction.
float LY = frac(texcoord.y * screenSize.y); //Get Interpolation factor for Y direction.
return lerp(InterpolateA, InterpolateB, LY); //Interpolate in Y direction.
}
float4 BiLinearPass(float4 color, float2 texcoord)
{
float4 bilinear = SampleBiLinear(TextureSampler, texcoord);
color = lerp(color, bilinear, FilterStrength);
return color;
}
#endif
/*------------------------------------------------------------------------------
[BICUBIC FILTERING CODE SECTION]
------------------------------------------------------------------------------*/
#if BICUBIC_FILTERING == 1
float4 BicubicFilter(SamplerState texSample, float2 texcoord)
{
float texelSizeX = pixelSize.x;
float texelSizeY = pixelSize.y;
float4 nSum = float4(0.0, 0.0, 0.0, 0.0);
float4 nDenom = float4(0.0, 0.0, 0.0, 0.0);
float a = frac(texcoord.x * screenSize.x);
float b = frac(texcoord.y * screenSize.y);
int nX = int(texcoord.x * screenSize.x);
int nY = int(texcoord.y * screenSize.y);
float2 uvCoord = float2(float(nX) / screenSize.x + PixelOffset / screenSize.x,
float(nY) / screenSize.y + PixelOffset / screenSize.y);
for (int m = -1; m <= 2; m++) {
for (int n = -1; n <= 2; n++) {
float4 Samples = sample_tex(texSample, uvCoord +
float2(texelSizeX * float(m), texelSizeY * float(n)));
float vc1 = Interpolation(float(m) - a);
float4 vecCoeff1 = float4(vc1, vc1, vc1, vc1);
float vc2 = Interpolation(-(float(n) - b));
float4 vecCoeff2 = float4(vc2, vc2, vc2, vc2);
nSum = nSum + (Samples * vecCoeff2 * vecCoeff1);
nDenom = nDenom + (vecCoeff2 * vecCoeff1); }}
return nSum / nDenom;
}
float4 BiCubicPass(float4 color, float2 texcoord)
{
float4 bicubic = BicubicFilter(TextureSampler, texcoord);
color = lerp(color, bicubic, BicubicStrength);
return color;
}
#endif
/*------------------------------------------------------------------------------
[GAUSSIAN FILTERING CODE SECTION]
------------------------------------------------------------------------------*/
#if GAUSSIAN_FILTERING == 1
float4 GaussianPass(float4 color, float2 texcoord)
{
if (screenSize.x < 1024 || screenSize.y < 1024)
{
pixelSize.x /= 2.0;
pixelSize.y /= 2.0;
}
float2 dx = float2(pixelSize.x * GaussianSpread, 0.0);
float2 dy = float2(0.0, pixelSize.y * GaussianSpread);
float2 dx2 = 2.0 * dx;
float2 dy2 = 2.0 * dy;
float4 gaussian = sample_tex(TextureSampler, texcoord);
gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy2);
gaussian += sample_tex(TextureSampler, texcoord - dx + dy2);
gaussian += sample_tex(TextureSampler, texcoord + dy2);
gaussian += sample_tex(TextureSampler, texcoord + dx + dy2);
gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy2);
gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy);
gaussian += sample_tex(TextureSampler, texcoord - dx + dy);
gaussian += sample_tex(TextureSampler, texcoord + dy);
gaussian += sample_tex(TextureSampler, texcoord + dx + dy);
gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy);
gaussian += sample_tex(TextureSampler, texcoord - dx2);
gaussian += sample_tex(TextureSampler, texcoord - dx);
gaussian += sample_tex(TextureSampler, texcoord + dx);
gaussian += sample_tex(TextureSampler, texcoord + dx2);
gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy);
gaussian += sample_tex(TextureSampler, texcoord - dx - dy);
gaussian += sample_tex(TextureSampler, texcoord - dy);
gaussian += sample_tex(TextureSampler, texcoord + dx - dy);
gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy);
gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy2);
gaussian += sample_tex(TextureSampler, texcoord - dx - dy2);
gaussian += sample_tex(TextureSampler, texcoord - dy2);
gaussian += sample_tex(TextureSampler, texcoord + dx - dy2);
gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy2);
gaussian /= 25.0;
color = lerp(color, gaussian, FilterAmount);
return color;
}
#endif
/*------------------------------------------------------------------------------
[BICUBIC SCALER CODE SECTION]
------------------------------------------------------------------------------*/
#if BICUBLIC_SCALER == 1
float4 BicubicScaler(SamplerState tex, float2 uv, float2 texSize)
{
float2 inputSize = float2(1.0/texSize.x, 1.0/texSize.y);
float2 coord_hg = uv * texSize - 0.5;
float2 index = floor(coord_hg);
float2 f = coord_hg - index;
#if GLSL == 1
mat4 M = mat4( -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 );
#else
float4x4 M = { -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 };
#endif
M /= 6.0;
float4 wx = mul(float4(f.x*f.x*f.x, f.x*f.x, f.x, 1.0), M);
float4 wy = mul(float4(f.y*f.y*f.y, f.y*f.y, f.y, 1.0), M);
float2 w0 = float2(wx.x, wy.x);
float2 w1 = float2(wx.y, wy.y);
float2 w2 = float2(wx.z, wy.z);
float2 w3 = float2(wx.w, wy.w);
float2 g0 = w0 + w1;
float2 g1 = w2 + w3;
float2 h0 = w1 / g0 - 1.0;
float2 h1 = w3 / g1 + 1.0;
float2 coord00 = index + h0;
float2 coord10 = index + float2(h1.x, h0.y);
float2 coord01 = index + float2(h0.x, h1.y);
float2 coord11 = index + h1;
coord00 = (coord00 + 0.5) * inputSize;
coord10 = (coord10 + 0.5) * inputSize;
coord01 = (coord01 + 0.5) * inputSize;
coord11 = (coord11 + 0.5) * inputSize;
float4 tex00 = sample_texLod(tex, coord00, 0);
float4 tex10 = sample_texLod(tex, coord10, 0);
float4 tex01 = sample_texLod(tex, coord01, 0);
float4 tex11 = sample_texLod(tex, coord11, 0);
tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y));
tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y));
float4 res = lerp(tex10, tex00, float4(g0.x, g0.x, g0.x, g0.x));
return res;
}
float4 BiCubicScalerPass(float4 color, float2 texcoord)
{
color = BicubicScaler(TextureSampler, texcoord, screenSize);
return color;
}
#endif
/*------------------------------------------------------------------------------
[LANCZOS SCALER CODE SECTION]
------------------------------------------------------------------------------*/
#if LANCZOS_SCALER == 1
float3 PixelPos(float xpos, float ypos)
{
return sample_tex(TextureSampler, float2(xpos, ypos)).rgb;
}
float4 WeightQuad(float x)
{
#define FIX(c) max(abs(c), 1e-5);
const float PI = 3.1415926535897932384626433832795;
float4 weight = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x));
float4 ret = sin(weight) * sin(weight / 2.0) / (weight * weight);
return ret / dot(ret, float4(1.0, 1.0, 1.0, 1.0));
}
float3 LineRun(float ypos, float4 xpos, float4 linetaps)
{
return mul(linetaps, float4x3(
PixelPos(xpos.x, ypos),
PixelPos(xpos.y, ypos),
PixelPos(xpos.z, ypos),
PixelPos(xpos.w, ypos)));
}
float4 LanczosScaler(float2 texcoord, float2 inputSize)
{
float2 stepxy = float2(1.0/inputSize.x, 1.0/inputSize.y);
float2 pos = texcoord + stepxy;
float2 f = frac(pos / stepxy);
float2 xystart = (-2.0 - f) * stepxy + pos;
float4 xpos = float4(xystart.x,
xystart.x + stepxy.x,
xystart.x + stepxy.x * 2.0,
xystart.x + stepxy.x * 3.0);
float4 linetaps = WeightQuad(f.x);
float4 columntaps = WeightQuad(f.y);
// final sum and weight normalization
return float4(mul(columntaps, float4x3(
LineRun(xystart.y, xpos, linetaps),
LineRun(xystart.y + stepxy.y, xpos, linetaps),
LineRun(xystart.y + stepxy.y * 2.0, xpos, linetaps),
LineRun(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0);
}
float4 LanczosScalerPass(float4 color, float2 texcoord)
{
color = LanczosScaler(texcoord, screenSize);
return color;
}
#endif
/*------------------------------------------------------------------------------
[GAMMA CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/
float3 EncodeGamma(float3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.0404482362771082) ?
color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ?
color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ?
color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
return color;
}
float3 DecodeGamma(float3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
#if GAMMA_CORRECTION == 1
float4 GammaPass(float4 color, float2 texcoord)