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- /**
- * @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) texture(t, p)\n\
- // #define FxaaTexOff(t, p, o, r) texture(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) texture(t, p)\n\
- #define FxaaTexOff(t, p, o, r) texture(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\
- ";
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