/** * @license * Copyright (c) 2014-2015, 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. */ //This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * @license\n\ * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n\ *\n\ * Redistribution and use in source and binary forms, with or without\n\ * modification, are permitted provided that the following conditions\n\ * are met:\n\ * * Redistributions of source code must retain the above copyright\n\ * notice, this list of conditions and the following disclaimer.\n\ * * Redistributions in binary form must reproduce the above copyright\n\ * notice, this list of conditions and the following disclaimer in the\n\ * documentation and/or other materials provided with the distribution.\n\ * * Neither the name of NVIDIA CORPORATION nor the names of its\n\ * contributors may be used to endorse or promote products derived\n\ * from this software without specific prior written permission.\n\ *\n\ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY\n\ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n\ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n\ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n\ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n\ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n\ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n\ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\ */\n\ \n\ // NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples\n\ // Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h\n\ \n\ // Steps used to integrate into Cesium:\n\ // * The following defines are set:\n\ // #define FXAA_PC 1\n\ // #define FXAA_WEBGL_1 1\n\ // #define FXAA_GREEN_AS_LUMA 1\n\ // #define FXAA_EARLY_EXIT 1\n\ // #define FXAA_GLSL_120 1\n\ // * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.\n\ // * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace\n\ // /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.\n\ // * There are no implicit conversions from ivec* to vec* so replace:\n\ // #define FxaaInt2 ivec2\n\ // with\n\ // #define FxaaInt2 vec2\n\ // * The texture2DLod function is only available in vertex shaders so replace:\n\ // #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)\n\ // #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)\n\ // with\n\ // #define FxaaTexTop(t, p) texture2D(t, p)\n\ // #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\ // * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.\n\ // * The following parameters to FxaaPixelShader are unused and can be removed:\n\ // fxaaConsolePosPos\n\ // fxaaConsoleRcpFrameOpt\n\ // fxaaConsoleRcpFrameOpt2\n\ // fxaaConsole360RcpFrameOpt2\n\ // fxaaConsoleEdgeSharpness\n\ // fxaaConsoleEdgeThreshold\n\ // fxaaConsoleEdgeThresholdMi\n\ // fxaaConsole360ConstDir\n\ \n\ //\n\ // Choose the quality preset.\n\ // This needs to be compiled into the shader as it effects code.\n\ // Best option to include multiple presets is to\n\ // in each shader define the preset, then include this file.\n\ //\n\ // OPTIONS\n\ // -----------------------------------------------------------------------\n\ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)\n\ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)\n\ // 39 - no dither, very expensive\n\ //\n\ // NOTES\n\ // -----------------------------------------------------------------------\n\ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)\n\ // 13 = about same speed as FXAA 3.9 and better than 12\n\ // 23 = closest to FXAA 3.9 visually and performance wise\n\ // _ = the lowest digit is directly related to performance\n\ // _ = the highest digit is directly related to style\n\ //\n\ //#define FXAA_QUALITY_PRESET 12\n\ \n\ \n\ #if (FXAA_QUALITY_PRESET == 10)\n\ #define FXAA_QUALITY_PS 3\n\ #define FXAA_QUALITY_P0 1.5\n\ #define FXAA_QUALITY_P1 3.0\n\ #define FXAA_QUALITY_P2 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 11)\n\ #define FXAA_QUALITY_PS 4\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 3.0\n\ #define FXAA_QUALITY_P3 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 12)\n\ #define FXAA_QUALITY_PS 5\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 4.0\n\ #define FXAA_QUALITY_P4 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 13)\n\ #define FXAA_QUALITY_PS 6\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 4.0\n\ #define FXAA_QUALITY_P5 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 14)\n\ #define FXAA_QUALITY_PS 7\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 4.0\n\ #define FXAA_QUALITY_P6 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 15)\n\ #define FXAA_QUALITY_PS 8\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 4.0\n\ #define FXAA_QUALITY_P7 12.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 20)\n\ #define FXAA_QUALITY_PS 3\n\ #define FXAA_QUALITY_P0 1.5\n\ #define FXAA_QUALITY_P1 2.0\n\ #define FXAA_QUALITY_P2 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 21)\n\ #define FXAA_QUALITY_PS 4\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 22)\n\ #define FXAA_QUALITY_PS 5\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 23)\n\ #define FXAA_QUALITY_PS 6\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 24)\n\ #define FXAA_QUALITY_PS 7\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 3.0\n\ #define FXAA_QUALITY_P6 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 25)\n\ #define FXAA_QUALITY_PS 8\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 4.0\n\ #define FXAA_QUALITY_P7 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 26)\n\ #define FXAA_QUALITY_PS 9\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 2.0\n\ #define FXAA_QUALITY_P7 4.0\n\ #define FXAA_QUALITY_P8 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 27)\n\ #define FXAA_QUALITY_PS 10\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 2.0\n\ #define FXAA_QUALITY_P7 2.0\n\ #define FXAA_QUALITY_P8 4.0\n\ #define FXAA_QUALITY_P9 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 28)\n\ #define FXAA_QUALITY_PS 11\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 2.0\n\ #define FXAA_QUALITY_P7 2.0\n\ #define FXAA_QUALITY_P8 2.0\n\ #define FXAA_QUALITY_P9 4.0\n\ #define FXAA_QUALITY_P10 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 29)\n\ #define FXAA_QUALITY_PS 12\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.5\n\ #define FXAA_QUALITY_P2 2.0\n\ #define FXAA_QUALITY_P3 2.0\n\ #define FXAA_QUALITY_P4 2.0\n\ #define FXAA_QUALITY_P5 2.0\n\ #define FXAA_QUALITY_P6 2.0\n\ #define FXAA_QUALITY_P7 2.0\n\ #define FXAA_QUALITY_P8 2.0\n\ #define FXAA_QUALITY_P9 2.0\n\ #define FXAA_QUALITY_P10 4.0\n\ #define FXAA_QUALITY_P11 8.0\n\ #endif\n\ #if (FXAA_QUALITY_PRESET == 39)\n\ #define FXAA_QUALITY_PS 12\n\ #define FXAA_QUALITY_P0 1.0\n\ #define FXAA_QUALITY_P1 1.0\n\ #define FXAA_QUALITY_P2 1.0\n\ #define FXAA_QUALITY_P3 1.0\n\ #define FXAA_QUALITY_P4 1.0\n\ #define FXAA_QUALITY_P5 1.5\n\ #define FXAA_QUALITY_P6 2.0\n\ #define FXAA_QUALITY_P7 2.0\n\ #define FXAA_QUALITY_P8 2.0\n\ #define FXAA_QUALITY_P9 2.0\n\ #define FXAA_QUALITY_P10 4.0\n\ #define FXAA_QUALITY_P11 8.0\n\ #endif\n\ \n\ #define FxaaBool bool\n\ #define FxaaFloat float\n\ #define FxaaFloat2 vec2\n\ #define FxaaFloat3 vec3\n\ #define FxaaFloat4 vec4\n\ #define FxaaHalf float\n\ #define FxaaHalf2 vec2\n\ #define FxaaHalf3 vec3\n\ #define FxaaHalf4 vec4\n\ #define FxaaInt2 vec2\n\ #define FxaaTex sampler2D\n\ \n\ #define FxaaSat(x) clamp(x, 0.0, 1.0)\n\ #define FxaaTexTop(t, p) texture2D(t, p)\n\ #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\ \n\ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }\n\ \n\ FxaaFloat4 FxaaPixelShader(\n\ //\n\ // Use noperspective interpolation here (turn off perspective interpolation).\n\ // {xy} = center of pixel\n\ FxaaFloat2 pos,\n\ //\n\ // Input color texture.\n\ // {rgb_} = color in linear or perceptual color space\n\ // if (FXAA_GREEN_AS_LUMA == 0)\n\ // {___a} = luma in perceptual color space (not linear)\n\ FxaaTex tex,\n\ //\n\ // Only used on FXAA Quality.\n\ // This must be from a constant/uniform.\n\ // {x_} = 1.0/screenWidthInPixels\n\ // {_y} = 1.0/screenHeightInPixels\n\ FxaaFloat2 fxaaQualityRcpFrame,\n\ //\n\ // Only used on FXAA Quality.\n\ // This used to be the FXAA_QUALITY_SUBPIX define.\n\ // It is here now to allow easier tuning.\n\ // Choose the amount of sub-pixel aliasing removal.\n\ // This can effect sharpness.\n\ // 1.00 - upper limit (softer)\n\ // 0.75 - default amount of filtering\n\ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\n\ // 0.25 - almost off\n\ // 0.00 - completely off\n\ FxaaFloat fxaaQualitySubpix,\n\ //\n\ // Only used on FXAA Quality.\n\ // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.\n\ // It is here now to allow easier tuning.\n\ // The minimum amount of local contrast required to apply algorithm.\n\ // 0.333 - too little (faster)\n\ // 0.250 - low quality\n\ // 0.166 - default\n\ // 0.125 - high quality\n\ // 0.063 - overkill (slower)\n\ FxaaFloat fxaaQualityEdgeThreshold,\n\ //\n\ // Only used on FXAA Quality.\n\ // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.\n\ // It is here now to allow easier tuning.\n\ // Trims the algorithm from processing darks.\n\ // 0.0833 - upper limit (default, the start of visible unfiltered edges)\n\ // 0.0625 - high quality (faster)\n\ // 0.0312 - visible limit (slower)\n\ // Special notes when using FXAA_GREEN_AS_LUMA,\n\ // Likely want to set this to zero.\n\ // As colors that are mostly not-green\n\ // will appear very dark in the green channel!\n\ // Tune by looking at mostly non-green content,\n\ // then start at zero and increase until aliasing is a problem.\n\ FxaaFloat fxaaQualityEdgeThresholdMin\n\ ) {\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat2 posM;\n\ posM.x = pos.x;\n\ posM.y = pos.y;\n\ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);\n\ #define lumaM rgbyM.y\n\ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat maxSM = max(lumaS, lumaM);\n\ FxaaFloat minSM = min(lumaS, lumaM);\n\ FxaaFloat maxESM = max(lumaE, maxSM);\n\ FxaaFloat minESM = min(lumaE, minSM);\n\ FxaaFloat maxWN = max(lumaN, lumaW);\n\ FxaaFloat minWN = min(lumaN, lumaW);\n\ FxaaFloat rangeMax = max(maxWN, maxESM);\n\ FxaaFloat rangeMin = min(minWN, minESM);\n\ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n\ FxaaFloat range = rangeMax - rangeMin;\n\ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n\ FxaaBool earlyExit = range < rangeMaxClamped;\n\ /*--------------------------------------------------------------------------*/\n\ if(earlyExit)\n\ return rgbyM;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));\n\ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat lumaNS = lumaN + lumaS;\n\ FxaaFloat lumaWE = lumaW + lumaE;\n\ FxaaFloat subpixRcpRange = 1.0/range;\n\ FxaaFloat subpixNSWE = lumaNS + lumaWE;\n\ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;\n\ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat lumaNESE = lumaNE + lumaSE;\n\ FxaaFloat lumaNWNE = lumaNW + lumaNE;\n\ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n\ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat lumaNWSW = lumaNW + lumaSW;\n\ FxaaFloat lumaSWSE = lumaSW + lumaSE;\n\ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n\ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n\ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n\ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n\ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;\n\ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;\n\ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;\n\ FxaaBool horzSpan = edgeHorz >= edgeVert;\n\ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n\ /*--------------------------------------------------------------------------*/\n\ if(!horzSpan) lumaN = lumaW;\n\ if(!horzSpan) lumaS = lumaE;\n\ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n\ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat gradientN = lumaN - lumaM;\n\ FxaaFloat gradientS = lumaS - lumaM;\n\ FxaaFloat lumaNN = lumaN + lumaM;\n\ FxaaFloat lumaSS = lumaS + lumaM;\n\ FxaaBool pairN = abs(gradientN) >= abs(gradientS);\n\ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));\n\ if(pairN) lengthSign = -lengthSign;\n\ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat2 posB;\n\ posB.x = posM.x;\n\ posB.y = posM.y;\n\ FxaaFloat2 offNP;\n\ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n\ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n\ if(!horzSpan) posB.x += lengthSign * 0.5;\n\ if( horzSpan) posB.y += lengthSign * 0.5;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat2 posN;\n\ posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;\n\ posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;\n\ FxaaFloat2 posP;\n\ posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;\n\ posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;\n\ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;\n\ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));\n\ FxaaFloat subpixE = subpixC * subpixC;\n\ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));\n\ /*--------------------------------------------------------------------------*/\n\ if(!pairN) lumaNN = lumaSS;\n\ FxaaFloat gradientScaled = gradient * 1.0/4.0;\n\ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;\n\ FxaaFloat subpixF = subpixD * subpixE;\n\ FxaaBool lumaMLTZero = lumaMM < 0.0;\n\ /*--------------------------------------------------------------------------*/\n\ lumaEndN -= lumaNN * 0.5;\n\ lumaEndP -= lumaNN * 0.5;\n\ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;\n\ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;\n\ FxaaBool doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;\n\ /*--------------------------------------------------------------------------*/\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 3)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 4)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 5)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 6)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 7)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 8)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 9)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 10)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 11)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;\n\ /*--------------------------------------------------------------------------*/\n\ #if (FXAA_QUALITY_PS > 12)\n\ if(doneNP) {\n\ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\ doneN = abs(lumaEndN) >= gradientScaled;\n\ doneP = abs(lumaEndP) >= gradientScaled;\n\ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;\n\ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;\n\ doneNP = (!doneN) || (!doneP);\n\ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;\n\ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ #endif\n\ /*--------------------------------------------------------------------------*/\n\ }\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat dstN = posM.x - posN.x;\n\ FxaaFloat dstP = posP.x - posM.x;\n\ if(!horzSpan) dstN = posM.y - posN.y;\n\ if(!horzSpan) dstP = posP.y - posM.y;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n\ FxaaFloat spanLength = (dstP + dstN);\n\ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n\ FxaaFloat spanLengthRcp = 1.0/spanLength;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaBool directionN = dstN < dstP;\n\ FxaaFloat dst = min(dstN, dstP);\n\ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;\n\ FxaaFloat subpixG = subpixF * subpixF;\n\ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n\ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;\n\ /*--------------------------------------------------------------------------*/\n\ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n\ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n\ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n\ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n\ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);\n\ }\n\ ";