| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648 | /** * @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. */// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h// Steps used to integrate into Cesium:// * The following defines are set://       #define FXAA_PC 1//       #define FXAA_WEBGL_1 1//       #define FXAA_GREEN_AS_LUMA 1//       #define FXAA_EARLY_EXIT 1//       #define FXAA_GLSL_120 1// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace//   /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.// * There are no implicit conversions from ivec* to vec* so replace://       #define FxaaInt2 ivec2//           with//       #define FxaaInt2 vec2// * The texture2DLod function is only available in vertex shaders so replace://       #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)//       #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)//           with//       #define FxaaTexTop(t, p) texture2D(t, p)//       #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.// * The following parameters to FxaaPixelShader are unused and can be removed://       fxaaConsolePosPos//       fxaaConsoleRcpFrameOpt//       fxaaConsoleRcpFrameOpt2//       fxaaConsole360RcpFrameOpt2//       fxaaConsoleEdgeSharpness//       fxaaConsoleEdgeThreshold//       fxaaConsoleEdgeThresholdMi//       fxaaConsole360ConstDir//// 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#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#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#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#define FxaaBool bool#define FxaaFloat float#define FxaaFloat2 vec2#define FxaaFloat3 vec3#define FxaaFloat4 vec4#define FxaaHalf float#define FxaaHalf2 vec2#define FxaaHalf3 vec3#define FxaaHalf4 vec4#define FxaaInt2 vec2#define FxaaTex sampler2D#define FxaaSat(x) clamp(x, 0.0, 1.0)#define FxaaTexTop(t, p) texture2D(t, p)#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }FxaaFloat4 FxaaPixelShader(    //    // Use noperspective interpolation here (turn off perspective interpolation).    // {xy} = center of pixel    FxaaFloat2 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)    FxaaTex tex,    //    // Only used on FXAA Quality.    // This must be from a constant/uniform.    // {x_} = 1.0/screenWidthInPixels    // {_y} = 1.0/screenHeightInPixels    FxaaFloat2 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    FxaaFloat 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)    FxaaFloat 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.    FxaaFloat fxaaQualityEdgeThresholdMin) {/*--------------------------------------------------------------------------*/    FxaaFloat2 posM;    posM.x = pos.x;    posM.y = pos.y;    FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);    #define lumaM rgbyM.y    FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));    FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));    FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));    FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));/*--------------------------------------------------------------------------*/    FxaaFloat maxSM = max(lumaS, lumaM);    FxaaFloat minSM = min(lumaS, lumaM);    FxaaFloat maxESM = max(lumaE, maxSM);    FxaaFloat minESM = min(lumaE, minSM);    FxaaFloat maxWN = max(lumaN, lumaW);    FxaaFloat minWN = min(lumaN, lumaW);    FxaaFloat rangeMax = max(maxWN, maxESM);    FxaaFloat rangeMin = min(minWN, minESM);    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;    FxaaFloat range = rangeMax - rangeMin;    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);    FxaaBool earlyExit = range < rangeMaxClamped;/*--------------------------------------------------------------------------*/    if(earlyExit)        return rgbyM;/*--------------------------------------------------------------------------*/    FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));    FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));    FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));    FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));/*--------------------------------------------------------------------------*/    FxaaFloat lumaNS = lumaN + lumaS;    FxaaFloat lumaWE = lumaW + lumaE;    FxaaFloat subpixRcpRange = 1.0/range;    FxaaFloat subpixNSWE = lumaNS + lumaWE;    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;/*--------------------------------------------------------------------------*/    FxaaFloat lumaNESE = lumaNE + lumaSE;    FxaaFloat lumaNWNE = lumaNW + lumaNE;    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;/*--------------------------------------------------------------------------*/    FxaaFloat lumaNWSW = lumaNW + lumaSW;    FxaaFloat lumaSWSE = lumaSW + lumaSE;    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;/*--------------------------------------------------------------------------*/    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;    FxaaBool horzSpan = edgeHorz >= edgeVert;    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;/*--------------------------------------------------------------------------*/    if(!horzSpan) lumaN = lumaW;    if(!horzSpan) lumaS = lumaE;    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;/*--------------------------------------------------------------------------*/    FxaaFloat gradientN = lumaN - lumaM;    FxaaFloat gradientS = lumaS - lumaM;    FxaaFloat lumaNN = lumaN + lumaM;    FxaaFloat lumaSS = lumaS + lumaM;    FxaaBool pairN = abs(gradientN) >= abs(gradientS);    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));    if(pairN) lengthSign = -lengthSign;    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);/*--------------------------------------------------------------------------*/    FxaaFloat2 posB;    posB.x = posM.x;    posB.y = posM.y;    FxaaFloat2 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;/*--------------------------------------------------------------------------*/    FxaaFloat2 posN;    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;    FxaaFloat2 posP;    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));    FxaaFloat subpixE = subpixC * subpixC;    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));/*--------------------------------------------------------------------------*/    if(!pairN) lumaNN = lumaSS;    FxaaFloat gradientScaled = gradient * 1.0/4.0;    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;    FxaaFloat subpixF = subpixD * subpixE;    FxaaBool lumaMLTZero = lumaMM < 0.0;/*--------------------------------------------------------------------------*/    lumaEndN -= lumaNN * 0.5;    lumaEndP -= lumaNN * 0.5;    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;    FxaaBool 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 (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);}
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