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++ #define FXAA_GATHER4_ALPHA 0
++ #define FXAA_PC 1
++ #define FXAA_GLSL_130 1
++ #define FXAA_LINEAR 1
++
++ /*============================================================================
++
++
++ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
++
++ ------------------------------------------------------------------------------
++ INTEGRATION CHECKLIST
++ ------------------------------------------------------------------------------
++ (1.)
++ In the shader source, setup defines for the desired configuration.
++ When providing multiple shaders (for different presets),
++ simply setup the defines differently in multiple files.
++ Example,
++
++ #define FXAA_PC 1
++ #define FXAA_HLSL_5 1
++ #define FXAA_QUALITY__PRESET 12
++
++ Or,
++
++ #define FXAA_360 1
++
++ Or,
++
++ #define FXAA_PS3 1
++
++ Etc.
++
++ (2.)
++ Then include this file,
++
++ (3.)
++ Then call the FXAA pixel shader from within your desired shader.
++ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
++ As for FXAA 3.11 all inputs for all shaders are the same
++ to enable easy porting between platforms.
++
++ return FxaaPixelShader(...);
++
++ (4.)
++ Insure pass prior to FXAA outputs RGBL (see next section).
++ Or use,
++
++ #define FXAA_GREEN_AS_LUMA 1
++
++ (5.)
++ Setup engine to provide the following constants
++ which are used in the FxaaPixelShader() inputs,
++
++ FxaaFloat2 fxaaQualityRcpFrame,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ FxaaFloat fxaaQualitySubpix,
++ FxaaFloat fxaaQualityEdgeThreshold,
++ FxaaFloat fxaaQualityEdgeThresholdMin,
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ FxaaFloat fxaaConsoleEdgeThresholdMin,
++ FxaaFloat4 fxaaConsole360ConstDir
++
++ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
++
++ (6.)
++ Have FXAA vertex shader run as a full screen triangle,
++ and output "pos" and "fxaaConsolePosPos"
++ such that inputs in the pixel shader provide,
++
++ // {xy} = center of pixel
++ FxaaFloat2 pos,
++
++ // {xy__} = upper left of pixel
++ // {__zw} = lower right of pixel
++ FxaaFloat4 fxaaConsolePosPos,
++
++ (7.)
++ Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
++
++
++ ------------------------------------------------------------------------------
++ INTEGRATION - RGBL AND COLORSPACE
++ ------------------------------------------------------------------------------
++ FXAA3 requires RGBL as input unless the following is set,
++
++ #define FXAA_GREEN_AS_LUMA 1
++
++ In which case the engine uses green in place of luma,
++ and requires RGB input is in a non-linear colorspace.
++
++ RGB should be LDR (low dynamic range).
++ Specifically do FXAA after tonemapping.
++
++ RGB data as returned by a texture fetch can be non-linear,
++ or linear when FXAA_GREEN_AS_LUMA is not set.
++ Note an "sRGB format" texture counts as linear,
++ because the result of a texture fetch is linear data.
++ Regular "RGBA8" textures in the sRGB colorspace are non-linear.
++
++ If FXAA_GREEN_AS_LUMA is not set,
++ luma must be stored in the alpha channel prior to running FXAA.
++ This luma should be in a perceptual space (could be gamma 2.0).
++ Example pass before FXAA where output is gamma 2.0 encoded,
++
++ color.rgb = ToneMap(color.rgb); // linear color output
++ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
++ return color;
++
++ To use FXAA,
++
++ color.rgb = ToneMap(color.rgb); // linear color output
++ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
++ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
++ return color;
++
++ Another example where output is linear encoded,
++ say for instance writing to an sRGB formated render target,
++ where the render target does the conversion back to sRGB after blending,
++
++ color.rgb = ToneMap(color.rgb); // linear color output
++ return color;
++
++ To use FXAA,
++
++ color.rgb = ToneMap(color.rgb); // linear color output
++ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
++ return color;
++
++ Getting luma correct is required for the algorithm to work correctly.
++
++
++ ------------------------------------------------------------------------------
++ BEING LINEARLY CORRECT?
++ ------------------------------------------------------------------------------
++ Applying FXAA to a framebuffer with linear RGB color will look worse.
++ This is very counter intuitive, but happends to be true in this case.
++ The reason is because dithering artifacts will be more visiable
++ in a linear colorspace.
++
++
++ ------------------------------------------------------------------------------
++ COMPLEX INTEGRATION
++ ------------------------------------------------------------------------------
++ Q. What if the engine is blending into RGB before wanting to run FXAA?
++
++ A. In the last opaque pass prior to FXAA,
++ have the pass write out luma into alpha.
++ Then blend into RGB only.
++ FXAA should be able to run ok
++ assuming the blending pass did not any add aliasing.
++ This should be the common case for particles and common blending passes.
++
++ A. Or use FXAA_GREEN_AS_LUMA.
++
++ ============================================================================*/
++
++ /*============================================================================
++
++ INTEGRATION KNOBS
++
++ ============================================================================*/
++ //
++ // FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
++ // FXAA_360_OPT is a prototype for the new optimized 360 version.
++ //
++ // 1 = Use API.
++ // 0 = Don't use API.
++ //
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_PS3
++ #define FXAA_PS3 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_360
++ #define FXAA_360 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_360_OPT
++ #define FXAA_360_OPT 0
++ #endif
++ /*==========================================================================*/
++ #ifndef FXAA_PC
++ //
++ // FXAA Quality
++ // The high quality PC algorithm.
++ //
++ #define FXAA_PC 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_PC_CONSOLE
++ //
++ // The console algorithm for PC is included
++ // for developers targeting really low spec machines.
++ // Likely better to just run FXAA_PC, and use a really low preset.
++ //
++ #define FXAA_PC_CONSOLE 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_GLSL_120
++ #define FXAA_GLSL_120 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_GLSL_130
++ #define FXAA_GLSL_130 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_HLSL_3
++ #define FXAA_HLSL_3 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_HLSL_4
++ #define FXAA_HLSL_4 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_HLSL_5
++ #define FXAA_HLSL_5 0
++ #endif
++ /*==========================================================================*/
++ #ifndef FXAA_GREEN_AS_LUMA
++ //
++ // For those using non-linear color,
++ // and either not able to get luma in alpha, or not wanting to,
++ // this enables FXAA to run using green as a proxy for luma.
++ // So with this enabled, no need to pack luma in alpha.
++ //
++ // This will turn off AA on anything which lacks some amount of green.
++ // Pure red and blue or combination of only R and B, will get no AA.
++ //
++ // Might want to lower the settings for both,
++ // fxaaConsoleEdgeThresholdMin
++ // fxaaQualityEdgeThresholdMin
++ // In order to insure AA does not get turned off on colors
++ // which contain a minor amount of green.
++ //
++ // 1 = On.
++ // 0 = Off.
++ //
++ #define FXAA_GREEN_AS_LUMA 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_EARLY_EXIT
++ //
++ // Controls algorithm's early exit path.
++ // On PS3 turning this ON adds 2 cycles to the shader.
++ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
++ // Turning this off on console will result in a more blurry image.
++ // So this defaults to on.
++ //
++ // 1 = On.
++ // 0 = Off.
++ //
++ #define FXAA_EARLY_EXIT 1
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_DISCARD
++ //
++ // Only valid for PC OpenGL currently.
++ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
++ //
++ // 1 = Use discard on pixels which don't need AA.
++ // For APIs which enable concurrent TEX+ROP from same surface.
++ // 0 = Return unchanged color on pixels which don't need AA.
++ //
++ #define FXAA_DISCARD 0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_FAST_PIXEL_OFFSET
++ //
++ // Used for GLSL 120 only.
++ //
++ // 1 = GL API supports fast pixel offsets
++ // 0 = do not use fast pixel offsets
++ //
++ #ifdef GL_EXT_gpu_shader4
++ #define FXAA_FAST_PIXEL_OFFSET 1
++ #endif
++ #ifdef GL_NV_gpu_shader5
++ #define FXAA_FAST_PIXEL_OFFSET 1
++ #endif
++ #ifdef GL_ARB_gpu_shader5
++ #define FXAA_FAST_PIXEL_OFFSET 1
++ #endif
++ #ifndef FXAA_FAST_PIXEL_OFFSET
++ #define FXAA_FAST_PIXEL_OFFSET 0
++ #endif
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_GATHER4_ALPHA
++
++ //
++ // 1 = API supports gather4 on alpha channel.
++ // 0 = API does not support gather4 on alpha channel.
++ //
++
++ #ifdef GL_ES
++ #if __VERSION__ >= 310
++ #ifdef GL_EXT_gpu_shader5
++ #define FXAA_GATHER4_ALPHA 1
++ #endif
++ #endif
++ #ifndef FXAA_GATHER4_ALPHA
++ #define FXAA_GATHER4_ALPHA 0
++ #endif
++ #else
++ #if (FXAA_HLSL_5 == 1)
++ #define FXAA_GATHER4_ALPHA 1
++ #endif
++ #ifdef GL_ARB_gpu_shader5
++ #define FXAA_GATHER4_ALPHA 1
++ #endif
++ #ifdef GL_NV_gpu_shader5
++ #define FXAA_GATHER4_ALPHA 1
++ #endif
++ #ifndef FXAA_GATHER4_ALPHA
++ #define FXAA_GATHER4_ALPHA 0
++ #endif
++ #endif
++ #endif
++
++ /*============================================================================
++ FXAA CONSOLE PS3 - TUNING KNOBS
++ ============================================================================*/
++ #ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
++ //
++ // Consoles the sharpness of edges on PS3 only.
++ // Non-PS3 tuning is done with shader input.
++ //
++ // Due to the PS3 being ALU bound,
++ // there are only two safe values here: 4 and 8.
++ // These options use the shaders ability to a free *|/ by 2|4|8.
++ //
++ // 8.0 is sharper
++ // 4.0 is softer
++ // 2.0 is really soft (good for vector graphics inputs)
++ //
++ #if 1
++ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
++ #endif
++ #if 0
++ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
++ #endif
++ #if 0
++ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
++ #endif
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
++ //
++ // Only effects PS3.
++ // Non-PS3 tuning is done with shader input.
++ //
++ // The minimum amount of local contrast required to apply algorithm.
++ // The console setting has a different mapping than the quality setting.
++ //
++ // This only applies when FXAA_EARLY_EXIT is 1.
++ //
++ // Due to the PS3 being ALU bound,
++ // there are only two safe values here: 0.25 and 0.125.
++ // These options use the shaders ability to a free *|/ by 2|4|8.
++ //
++ // 0.125 leaves less aliasing, but is softer
++ // 0.25 leaves more aliasing, and is sharper
++ //
++ #if 1
++ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
++ #else
++ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
++ #endif
++ #endif
++
++ /*============================================================================
++ FXAA QUALITY - TUNING KNOBS
++ ------------------------------------------------------------------------------
++ NOTE the other tuning knobs are now in the shader function inputs!
++ ============================================================================*/
++ #ifndef FXAA_QUALITY__PRESET
++ //
++ // Choose the quality preset.
++ // This needs to be compiled into the shader as it effects code.
++ // Best option to include multiple presets is to
++ // in each shader define the preset, then include this file.
++ //
++ // OPTIONS
++ // -----------------------------------------------------------------------
++ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
++ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
++ // 39 - no dither, very expensive
++ //
++ // NOTES
++ // -----------------------------------------------------------------------
++ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
++ // 13 = about same speed as FXAA 3.9 and better than 12
++ // 23 = closest to FXAA 3.9 visually and performance wise
++ // _ = the lowest digit is directly related to performance
++ // _ = the highest digit is directly related to style
++ //
++ #define FXAA_QUALITY__PRESET 12
++ #endif
++
++
++ /*============================================================================
++
++ FXAA QUALITY - PRESETS
++
++ ============================================================================*/
++
++ /*============================================================================
++ FXAA QUALITY - MEDIUM DITHER PRESETS
++ ============================================================================*/
++ #if (FXAA_QUALITY__PRESET == 10)
++ #define FXAA_QUALITY__PS 3
++ #define FXAA_QUALITY__P0 1.5
++ #define FXAA_QUALITY__P1 3.0
++ #define FXAA_QUALITY__P2 12.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 11)
++ #define FXAA_QUALITY__PS 4
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 3.0
++ #define FXAA_QUALITY__P3 12.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 12)
++ #define FXAA_QUALITY__PS 5
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 4.0
++ #define FXAA_QUALITY__P4 12.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 13)
++ #define FXAA_QUALITY__PS 6
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 4.0
++ #define FXAA_QUALITY__P5 12.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 14)
++ #define FXAA_QUALITY__PS 7
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 4.0
++ #define FXAA_QUALITY__P6 12.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 15)
++ #define FXAA_QUALITY__PS 8
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 4.0
++ #define FXAA_QUALITY__P7 12.0
++ #endif
++
++ /*============================================================================
++ FXAA QUALITY - LOW DITHER PRESETS
++ ============================================================================*/
++ #if (FXAA_QUALITY__PRESET == 20)
++ #define FXAA_QUALITY__PS 3
++ #define FXAA_QUALITY__P0 1.5
++ #define FXAA_QUALITY__P1 2.0
++ #define FXAA_QUALITY__P2 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 21)
++ #define FXAA_QUALITY__PS 4
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 22)
++ #define FXAA_QUALITY__PS 5
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 23)
++ #define FXAA_QUALITY__PS 6
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 24)
++ #define FXAA_QUALITY__PS 7
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 3.0
++ #define FXAA_QUALITY__P6 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 25)
++ #define FXAA_QUALITY__PS 8
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 4.0
++ #define FXAA_QUALITY__P7 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 26)
++ #define FXAA_QUALITY__PS 9
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 2.0
++ #define FXAA_QUALITY__P7 4.0
++ #define FXAA_QUALITY__P8 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 27)
++ #define FXAA_QUALITY__PS 10
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 2.0
++ #define FXAA_QUALITY__P7 2.0
++ #define FXAA_QUALITY__P8 4.0
++ #define FXAA_QUALITY__P9 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 28)
++ #define FXAA_QUALITY__PS 11
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 2.0
++ #define FXAA_QUALITY__P7 2.0
++ #define FXAA_QUALITY__P8 2.0
++ #define FXAA_QUALITY__P9 4.0
++ #define FXAA_QUALITY__P10 8.0
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_QUALITY__PRESET == 29)
++ #define FXAA_QUALITY__PS 12
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.5
++ #define FXAA_QUALITY__P2 2.0
++ #define FXAA_QUALITY__P3 2.0
++ #define FXAA_QUALITY__P4 2.0
++ #define FXAA_QUALITY__P5 2.0
++ #define FXAA_QUALITY__P6 2.0
++ #define FXAA_QUALITY__P7 2.0
++ #define FXAA_QUALITY__P8 2.0
++ #define FXAA_QUALITY__P9 2.0
++ #define FXAA_QUALITY__P10 4.0
++ #define FXAA_QUALITY__P11 8.0
++ #endif
++
++ /*============================================================================
++ FXAA QUALITY - EXTREME QUALITY
++ ============================================================================*/
++ #if (FXAA_QUALITY__PRESET == 39)
++ #define FXAA_QUALITY__PS 12
++ #define FXAA_QUALITY__P0 1.0
++ #define FXAA_QUALITY__P1 1.0
++ #define FXAA_QUALITY__P2 1.0
++ #define FXAA_QUALITY__P3 1.0
++ #define FXAA_QUALITY__P4 1.0
++ #define FXAA_QUALITY__P5 1.5
++ #define FXAA_QUALITY__P6 2.0
++ #define FXAA_QUALITY__P7 2.0
++ #define FXAA_QUALITY__P8 2.0
++ #define FXAA_QUALITY__P9 2.0
++ #define FXAA_QUALITY__P10 4.0
++ #define FXAA_QUALITY__P11 8.0
++ #endif
++
++
++
++ /*============================================================================
++
++ API PORTING
++
++ ============================================================================*/
++ #if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
++ #define FxaaBool bool
++ #define FxaaDiscard discard
++ #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 ivec2
++ #define FxaaSat(x) clamp(x, 0.0, 1.0)
++ #define FxaaTex sampler2D
++ #else
++ #define FxaaBool bool
++ #define FxaaDiscard clip(-1)
++ #define FxaaFloat float
++ #define FxaaFloat2 float2
++ #define FxaaFloat3 float3
++ #define FxaaFloat4 float4
++ #define FxaaHalf half
++ #define FxaaHalf2 half2
++ #define FxaaHalf3 half3
++ #define FxaaHalf4 half4
++ #define FxaaSat(x) saturate(x)
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_GLSL_120 == 1)
++ // Requires,
++ // #version 120
++ // And at least,
++ // #extension GL_EXT_gpu_shader4 : enable
++ // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
++ #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
++ #if (FXAA_FAST_PIXEL_OFFSET == 1)
++ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
++ #else
++ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
++ #endif
++ #if (FXAA_GATHER4_ALPHA == 1)
++ // use #extension GL_ARB_gpu_shader5 : enable
++ #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
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_GLSL_130 == 1)
++ // Requires "#version 130" or better
++ #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)
++ // use #extension GL_ARB_gpu_shader5 : enable
++ #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
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
++ #define FxaaInt2 float2
++ #define FxaaTex sampler2D
++ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
++ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_HLSL_4 == 1)
++ #define FxaaInt2 int2
++ 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)
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_HLSL_5 == 1)
++ #define FxaaInt2 int2
++ 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 FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
++ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
++ #endif
++
++
++ /*============================================================================
++ GREEN AS LUMA OPTION SUPPORT FUNCTION
++ ============================================================================*/
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
++ #else
++ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
++ #endif
++
++
++
++
++ /*============================================================================
++
++ FXAA3 QUALITY - PC
++
++ ============================================================================*/
++ #if (FXAA_PC == 1)
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat4 FxaaPixelShader(
++ //
++ // Use noperspective interpolation here (turn off perspective interpolation).
++ // {xy} = center of pixel
++ FxaaFloat2 pos,
++ //
++ // Used only for FXAA Console, and not used on the 360 version.
++ // Use noperspective interpolation here (turn off perspective interpolation).
++ // {xy__} = upper left of pixel
++ // {__zw} = lower right of pixel
++ FxaaFloat4 fxaaConsolePosPos,
++ //
++ // 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 the optimized 360 version of FXAA Console.
++ // For everything but 360, just use the same input here as for "tex".
++ // For 360, same texture, just alias with a 2nd sampler.
++ // This sampler needs to have an exponent bias of -1.
++ FxaaTex fxaaConsole360TexExpBiasNegOne,
++ //
++ // Only used on the optimized 360 version of FXAA Console.
++ // For everything but 360, just use the same input here as for "tex".
++ // For 360, same texture, just alias with a 3nd sampler.
++ // This sampler needs to have an exponent bias of -2.
++ FxaaTex fxaaConsole360TexExpBiasNegTwo,
++ //
++ // 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 Console.
++ // This must be from a constant/uniform.
++ // This effects sub-pixel AA quality and inversely sharpness.
++ // Where N ranges between,
++ // N = 0.50 (default)
++ // N = 0.33 (sharper)
++ // {x___} = -N/screenWidthInPixels
++ // {_y__} = -N/screenHeightInPixels
++ // {__z_} = N/screenWidthInPixels
++ // {___w} = N/screenHeightInPixels
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ //
++ // Only used on FXAA Console.
++ // Not used on 360, but used on PS3 and PC.
++ // This must be from a constant/uniform.
++ // {x___} = -2.0/screenWidthInPixels
++ // {_y__} = -2.0/screenHeightInPixels
++ // {__z_} = 2.0/screenWidthInPixels
++ // {___w} = 2.0/screenHeightInPixels
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ //
++ // Only used on FXAA Console.
++ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
++ // This must be from a constant/uniform.
++ // {x___} = 8.0/screenWidthInPixels
++ // {_y__} = 8.0/screenHeightInPixels
++ // {__z_} = -4.0/screenWidthInPixels
++ // {___w} = -4.0/screenHeightInPixels
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ //
++ // 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,
++ //
++ // Only used on FXAA Console.
++ // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
++ // It is here now to allow easier tuning.
++ // This does not effect PS3, as this needs to be compiled in.
++ // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
++ // Due to the PS3 being ALU bound,
++ // there are only three safe values here: 2 and 4 and 8.
++ // These options use the shaders ability to a free *|/ by 2|4|8.
++ // For all other platforms can be a non-power of two.
++ // 8.0 is sharper (default!!!)
++ // 4.0 is softer
++ // 2.0 is really soft (good only for vector graphics inputs)
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ //
++ // Only used on FXAA Console.
++ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
++ // It is here now to allow easier tuning.
++ // This does not effect PS3, as this needs to be compiled in.
++ // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
++ // Due to the PS3 being ALU bound,
++ // there are only two safe values here: 1/4 and 1/8.
++ // These options use the shaders ability to a free *|/ by 2|4|8.
++ // The console setting has a different mapping than the quality setting.
++ // Other platforms can use other values.
++ // 0.125 leaves less aliasing, but is softer (default!!!)
++ // 0.25 leaves more aliasing, and is sharper
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ //
++ // Only used on FXAA Console.
++ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
++ // It is here now to allow easier tuning.
++ // Trims the algorithm from processing darks.
++ // The console setting has a different mapping than the quality setting.
++ // This only applies when FXAA_EARLY_EXIT is 1.
++ // This does not apply to PS3,
++ // PS3 was simplified to avoid more shader instructions.
++ // 0.06 - faster but more aliasing in darks
++ // 0.05 - default
++ // 0.04 - slower and less aliasing in darks
++ // 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 fxaaConsoleEdgeThresholdMin,
++ //
++ // Extra constants for 360 FXAA Console only.
++ // Use zeros or anything else for other platforms.
++ // These must be in physical constant registers and NOT immedates.
++ // Immedates will result in compiler un-optimizing.
++ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
++ FxaaFloat4 fxaaConsole360ConstDir
++ ) {
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat2 posM;
++ posM.x = pos.x;
++ posM.y = pos.y;
++ #if (FXAA_GATHER4_ALPHA == 1)
++ #if (FXAA_DISCARD == 0)
++ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ #define lumaM rgbyM.w
++ #else
++ #define lumaM rgbyM.y
++ #endif
++ #endif
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
++ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
++ #else
++ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
++ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
++ #endif
++ #if (FXAA_DISCARD == 1)
++ #define lumaM luma4A.w
++ #endif
++ #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
++ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ #define lumaM rgbyM.w
++ #else
++ #define lumaM rgbyM.y
++ #endif
++ 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));
++ #endif
++ /*--------------------------------------------------------------------------*/
++ 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)
++ #if (FXAA_DISCARD == 1)
++ FxaaDiscard;
++ #else
++ return rgbyM;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_GATHER4_ALPHA == 0)
++ 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));
++ #else
++ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
++ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
++ #endif
++ /*--------------------------------------------------------------------------*/
++ 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;
++ #if (FXAA_DISCARD == 1)
++ return FxaaTexTop(tex, posM);
++ #else
++ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
++ #endif
++ }
++ /*==========================================================================*/
++ #endif
++
++
++
++
++ /*============================================================================
++
++ FXAA3 CONSOLE - PC VERSION
++
++ ------------------------------------------------------------------------------
++ Instead of using this on PC, I'd suggest just using FXAA Quality with
++ #define FXAA_QUALITY__PRESET 10
++ Or
++ #define FXAA_QUALITY__PRESET 20
++ Either are higher qualilty and almost as fast as this on modern PC GPUs.
++ ============================================================================*/
++ #if (FXAA_PC_CONSOLE == 1)
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat4 FxaaPixelShader(
++ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
++ FxaaFloat2 pos,
++ FxaaFloat4 fxaaConsolePosPos,
++ FxaaTex tex,
++ FxaaTex fxaaConsole360TexExpBiasNegOne,
++ FxaaTex fxaaConsole360TexExpBiasNegTwo,
++ FxaaFloat2 fxaaQualityRcpFrame,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ FxaaFloat fxaaQualitySubpix,
++ FxaaFloat fxaaQualityEdgeThreshold,
++ FxaaFloat fxaaQualityEdgeThresholdMin,
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ FxaaFloat fxaaConsoleEdgeThresholdMin,
++ FxaaFloat4 fxaaConsole360ConstDir
++ ) {
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
++ FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
++ FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
++ FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ FxaaFloat lumaM = rgbyM.w;
++ #else
++ FxaaFloat lumaM = rgbyM.y;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
++ lumaNe += 1.0/384.0;
++ FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
++ FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
++ FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat lumaMinM = min(lumaMin, lumaM);
++ FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
++ FxaaFloat lumaMaxM = max(lumaMax, lumaM);
++ FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
++ FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
++ FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
++ if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat2 dir;
++ dir.x = dirSwMinusNe + dirSeMinusNw;
++ dir.y = dirSwMinusNe - dirSeMinusNw;
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat2 dir1 = normalize(dir.xy);
++ FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
++ FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
++ FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
++ FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
++ /*--------------------------------------------------------------------------*/
++ FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
++ FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
++ /*--------------------------------------------------------------------------*/
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
++ #else
++ FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
++ #endif
++ if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
++ return rgbyB; }
++ /*==========================================================================*/
++ #endif
++
++
++
++ /*============================================================================
++
++ FXAA3 CONSOLE - 360 PIXEL SHADER
++
++ ------------------------------------------------------------------------------
++ This optimized version thanks to suggestions from Andy Luedke.
++ Should be fully tex bound in all cases.
++ As of the FXAA 3.11 release, I have still not tested this code,
++ however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
++ And note this is replacing the old unoptimized version.
++ If it does not work, please let me know so I can fix it.
++ ============================================================================*/
++ #if (FXAA_360 == 1)
++ /*--------------------------------------------------------------------------*/
++ [reduceTempRegUsage(4)]
++ float4 FxaaPixelShader(
++ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
++ FxaaFloat2 pos,
++ FxaaFloat4 fxaaConsolePosPos,
++ FxaaTex tex,
++ FxaaTex fxaaConsole360TexExpBiasNegOne,
++ FxaaTex fxaaConsole360TexExpBiasNegTwo,
++ FxaaFloat2 fxaaQualityRcpFrame,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ FxaaFloat fxaaQualitySubpix,
++ FxaaFloat fxaaQualityEdgeThreshold,
++ FxaaFloat fxaaQualityEdgeThresholdMin,
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ FxaaFloat fxaaConsoleEdgeThresholdMin,
++ FxaaFloat4 fxaaConsole360ConstDir
++ ) {
++ /*--------------------------------------------------------------------------*/
++ float4 lumaNwNeSwSe;
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ asm {
++ tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
++ };
++ #else
++ asm {
++ tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
++ tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
++ };
++ #endif
++ /*--------------------------------------------------------------------------*/
++ lumaNwNeSwSe.y += 1.0/384.0;
++ float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
++ float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
++ float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
++ float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
++ /*--------------------------------------------------------------------------*/
++ float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ float lumaMinM = min(lumaMin, rgbyM.w);
++ float lumaMaxM = max(lumaMax, rgbyM.w);
++ #else
++ float lumaMinM = min(lumaMin, rgbyM.y);
++ float lumaMaxM = max(lumaMax, rgbyM.y);
++ #endif
++ if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
++ /*--------------------------------------------------------------------------*/
++ float2 dir;
++ dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
++ dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
++ dir = normalize(dir);
++ /*--------------------------------------------------------------------------*/
++ float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
++ /*--------------------------------------------------------------------------*/
++ float4 dir2;
++ float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
++ dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
++ dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
++ /*--------------------------------------------------------------------------*/
++ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
++ float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
++ float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
++ float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
++ /*--------------------------------------------------------------------------*/
++ float4 rgbyA = rgbyN1 + rgbyP1;
++ float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5;
++ /*--------------------------------------------------------------------------*/
++ float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB;
++ rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA;
++ return rgbyR; }
++ /*==========================================================================*/
++ #endif
++
++
++
++ /*============================================================================
++
++ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
++
++ ==============================================================================
++ The code below does not exactly match the assembly.
++ I have a feeling that 12 cycles is possible, but was not able to get there.
++ Might have to increase register count to get full performance.
++ Note this shader does not use perspective interpolation.
++
++ Use the following cgc options,
++
++ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
++
++ ------------------------------------------------------------------------------
++ NVSHADERPERF OUTPUT
++ ------------------------------------------------------------------------------
++ For reference and to aid in debug, output of NVShaderPerf should match this,
++
++ Shader to schedule:
++ 0: texpkb h0.w(TRUE), v5.zyxx, #0
++ 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
++ 4: texpkb h0.w(TRUE), v5.xwxx, #0
++ 6: addh h0.z(TRUE), -h2, h0.w
++ 7: texpkb h1.w(TRUE), v5, #0
++ 9: addh h0.x(TRUE), h0.z, -h1.w
++ 10: addh h3.w(TRUE), h0.z, h1
++ 11: texpkb h2.w(TRUE), v5.zwzz, #0
++ 13: addh h0.z(TRUE), h3.w, -h2.w
++ 14: addh h0.x(TRUE), h2.w, h0
++ 15: nrmh h1.xz(TRUE), h0_n
++ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
++ 17: maxh h4.w(TRUE), h0, h1
++ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
++ 19: movr r1.zw(TRUE), v4.xxxy
++ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
++ 22: minh h5.w(TRUE), h0, h1
++ 23: texpkb h0(TRUE), r2.xzxx, #0
++ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
++ 27: maxh h4.x(TRUE), h2.z, h2.w
++ 28: texpkb h1(TRUE), r0.zwzz, #0
++ 30: addh_d2 h1(TRUE), h0, h1
++ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
++ 33: texpkb h0(TRUE), r0, #0
++ 35: minh h4.z(TRUE), h2, h2.w
++ 36: fenct TRUE
++ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
++ 39: texpkb h2(TRUE), r1, #0
++ 41: addh_d2 h0(TRUE), h0, h2
++ 42: maxh h2.w(TRUE), h4, h4.x
++ 43: minh h2.x(TRUE), h5.w, h4.z
++ 44: addh_d2 h0(TRUE), h0, h1
++ 45: slth h2.x(TRUE), h0.w, h2
++ 46: sgth h2.w(TRUE), h0, h2
++ 47: movh h0(TRUE), h0
++ 48: addx.c0 rc(TRUE), h2, h2.w
++ 49: movh h0(c0.NE.x), h1
++
++ IPU0 ------ Simplified schedule: --------
++ Pass | Unit | uOp | PC: Op
++ -----+--------+------+-------------------------
++ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
++ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
++ | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
++ | | |
++ 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
++ | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
++ | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
++ | | |
++ 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
++ | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
++ | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
++ | SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
++ | | |
++ 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
++ | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
++ | SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
++ | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
++ | | |
++ 5 | SCT1 | mov | 15: NRMh h1.xz, h0;
++ | SRB | nrm | 15: NRMh h1.xz, h0;
++ | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
++ | SCB1 | max | 17: MAXh h4.w, h0, h1;
++ | | |
++ 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
++ | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
++ | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
++ | SCB1 | min | 22: MINh h5.w, h0, h1;
++ | | |
++ 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
++ | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
++ | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
++ | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
++ | | |
++ 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
++ | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
++ | SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
++ | | |
++ 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
++ | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
++ | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
++ | SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
++ | | |
++ 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
++ | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
++ | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
++ | SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
++ | | |
++ 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
++ | SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
++ | SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
++ | | |
++ 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
++ | SCT1 | set | 46: SGTh h2.w, h0, h2;
++ | SCB0/1 | mul | 47: MOVh h0, h0;
++ | | |
++ 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
++ | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
++
++ Pass SCT TEX SCB
++ 1: 0% 100% 25%
++ 2: 0% 100% 25%
++ 3: 0% 100% 50%
++ 4: 0% 100% 50%
++ 5: 0% 0% 50%
++ 6: 100% 0% 75%
++ 7: 0% 100% 75%
++ 8: 0% 100% 100%
++ 9: 0% 100% 25%
++ 10: 0% 100% 100%
++ 11: 50% 0% 100%
++ 12: 50% 0% 100%
++ 13: 25% 0% 100%
++
++ MEAN: 17% 61% 67%
++
++ Pass SCT0 SCT1 TEX SCB0 SCB1
++ 1: 0% 0% 100% 0% 100%
++ 2: 0% 0% 100% 0% 100%
++ 3: 0% 0% 100% 100% 100%
++ 4: 0% 0% 100% 100% 100%
++ 5: 0% 0% 0% 100% 100%
++ 6: 100% 100% 0% 100% 100%
++ 7: 0% 0% 100% 100% 100%
++ 8: 0% 0% 100% 100% 100%
++ 9: 0% 0% 100% 0% 100%
++ 10: 0% 0% 100% 100% 100%
++ 11: 100% 100% 0% 100% 100%
++ 12: 100% 100% 0% 100% 100%
++ 13: 100% 0% 0% 100% 100%
++
++ MEAN: 30% 23% 61% 76% 100%
++ Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
++ Results 13 cycles, 3 r regs, 923,076,923 pixels/s
++ ============================================================================*/
++ #if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
++ /*--------------------------------------------------------------------------*/
++ #pragma regcount 7
++ #pragma disablepc all
++ #pragma option O3
++ #pragma option OutColorPrec=fp16
++ #pragma texformat default RGBA8
++ /*==========================================================================*/
++ half4 FxaaPixelShader(
++ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
++ FxaaFloat2 pos,
++ FxaaFloat4 fxaaConsolePosPos,
++ FxaaTex tex,
++ FxaaTex fxaaConsole360TexExpBiasNegOne,
++ FxaaTex fxaaConsole360TexExpBiasNegTwo,
++ FxaaFloat2 fxaaQualityRcpFrame,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ FxaaFloat fxaaQualitySubpix,
++ FxaaFloat fxaaQualityEdgeThreshold,
++ FxaaFloat fxaaQualityEdgeThresholdMin,
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ FxaaFloat fxaaConsoleEdgeThresholdMin,
++ FxaaFloat4 fxaaConsole360ConstDir
++ ) {
++ /*--------------------------------------------------------------------------*/
++ // (1)
++ half4 dir;
++ half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ lumaNe.w += half(1.0/512.0);
++ dir.x = -lumaNe.w;
++ dir.z = -lumaNe.w;
++ #else
++ lumaNe.y += half(1.0/512.0);
++ dir.x = -lumaNe.y;
++ dir.z = -lumaNe.y;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (2)
++ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ dir.x += lumaSw.w;
++ dir.z += lumaSw.w;
++ #else
++ dir.x += lumaSw.y;
++ dir.z += lumaSw.y;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (3)
++ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ dir.x -= lumaNw.w;
++ dir.z += lumaNw.w;
++ #else
++ dir.x -= lumaNw.y;
++ dir.z += lumaNw.y;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (4)
++ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ dir.x += lumaSe.w;
++ dir.z -= lumaSe.w;
++ #else
++ dir.x += lumaSe.y;
++ dir.z -= lumaSe.y;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (5)
++ half4 dir1_pos;
++ dir1_pos.xy = normalize(dir.xyz).xz;
++ half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
++ /*--------------------------------------------------------------------------*/
++ // (6)
++ half4 dir2_pos;
++ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
++ dir1_pos.zw = pos.xy;
++ dir2_pos.zw = pos.xy;
++ half4 temp1N;
++ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
++ /*--------------------------------------------------------------------------*/
++ // (7)
++ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
++ half4 rgby1;
++ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
++ /*--------------------------------------------------------------------------*/
++ // (8)
++ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
++ rgby1 = (temp1N + rgby1) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (9)
++ half4 temp2N;
++ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
++ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
++ /*--------------------------------------------------------------------------*/
++ // (10)
++ half4 rgby2;
++ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
++ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
++ rgby2 = (temp2N + rgby2) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (11)
++ // compilier moves these scalar ops up to other cycles
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
++ half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
++ #else
++ half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
++ half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
++ #endif
++ rgby2 = (rgby2 + rgby1) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (12)
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ bool twoTapLt = rgby2.w < lumaMin;
++ bool twoTapGt = rgby2.w > lumaMax;
++ #else
++ bool twoTapLt = rgby2.y < lumaMin;
++ bool twoTapGt = rgby2.y > lumaMax;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (13)
++ if(twoTapLt || twoTapGt) rgby2 = rgby1;
++ /*--------------------------------------------------------------------------*/
++ return rgby2; }
++ /*==========================================================================*/
++ #endif
++
++
++
++ /*============================================================================
++
++ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
++
++ ==============================================================================
++ The code mostly matches the assembly.
++ I have a feeling that 14 cycles is possible, but was not able to get there.
++ Might have to increase register count to get full performance.
++ Note this shader does not use perspective interpolation.
++
++ Use the following cgc options,
++
++ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
++
++ Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
++ Will look at fixing this for FXAA 3.12.
++ ------------------------------------------------------------------------------
++ NVSHADERPERF OUTPUT
++ ------------------------------------------------------------------------------
++ For reference and to aid in debug, output of NVShaderPerf should match this,
++
++ Shader to schedule:
++ 0: texpkb h0.w(TRUE), v5.zyxx, #0
++ 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
++ 4: texpkb h1.w(TRUE), v5.xwxx, #0
++ 6: addh h0.x(TRUE), h1.w, -h2.y
++ 7: texpkb h2.w(TRUE), v5.zwzz, #0
++ 9: minh h4.w(TRUE), h2.y, h2
++ 10: maxh h5.x(TRUE), h2.y, h2.w
++ 11: texpkb h0.w(TRUE), v5, #0
++ 13: addh h3.w(TRUE), -h0, h0.x
++ 14: addh h0.x(TRUE), h0.w, h0
++ 15: addh h0.z(TRUE), -h2.w, h0.x
++ 16: addh h0.x(TRUE), h2.w, h3.w
++ 17: minh h5.y(TRUE), h0.w, h1.w
++ 18: nrmh h2.xz(TRUE), h0_n
++ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
++ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
++ 21: movr r1.zw(TRUE), v4.xxxy
++ 22: maxh h2.w(TRUE), h0, h1
++ 23: fenct TRUE
++ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
++ 26: texpkb h0(TRUE), r0, #0
++ 28: maxh h5.x(TRUE), h2.w, h5
++ 29: minh h5.w(TRUE), h5.y, h4
++ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
++ 32: texpkb h2(TRUE), r1, #0
++ 34: addh_d2 h2(TRUE), h0, h2
++ 35: texpkb h1(TRUE), v4, #0
++ 37: maxh h5.y(TRUE), h5.x, h1.w
++ 38: minh h4.w(TRUE), h1, h5
++ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
++ 41: texpkb h0(TRUE), r0, #0
++ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
++ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
++ 46: texpkb h3(TRUE), r2, #0
++ 48: addh_d2 h0(TRUE), h0, h3
++ 49: addh_d2 h3(TRUE), h0, h2
++ 50: movh h0(TRUE), h3
++ 51: slth h3.x(TRUE), h3.w, h5.w
++ 52: sgth h3.w(TRUE), h3, h5.x
++ 53: addx.c0 rc(TRUE), h3.x, h3
++ 54: slth.c0 rc(TRUE), h5.z, h5
++ 55: movh h0(c0.NE.w), h2
++ 56: movh h0(c0.NE.x), h1
++
++ IPU0 ------ Simplified schedule: --------
++ Pass | Unit | uOp | PC: Op
++ -----+--------+------+-------------------------
++ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
++ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
++ | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
++ | | |
++ 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
++ | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
++ | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
++ | | |
++ 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
++ | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
++ | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
++ | SCB1 | min | 9: MINh h4.w, h2.---y, h2;
++ | | |
++ 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
++ | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
++ | SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
++ | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
++ | | |
++ 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
++ | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
++ | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
++ | | |
++ 6 | SCT1 | mov | 18: NRMh h2.xz, h0;
++ | SRB | nrm | 18: NRMh h2.xz, h0;
++ | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
++ | | |
++ 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
++ | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
++ | SCB1 | max | 22: MAXh h2.w, h0, h1;
++ | | |
++ 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
++ | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
++ | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
++ | SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
++ | SCB1 | min | 29: MINh h5.w, h5.---y, h4;
++ | | |
++ 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
++ | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
++ | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
++ | SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
++ | | |
++ 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
++ | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
++ | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
++ | SCB1 | min | 38: MINh h4.w, h1, h5;
++ | | |
++ 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
++ | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
++ | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
++ | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
++ | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
++ | | |
++ 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
++ | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
++ | SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
++ | | |
++ 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
++ | SCB0/1 | mul | 50: MOVh h0, h3;
++ | | |
++ 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
++ | SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
++ | SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
++ | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
++ | | |
++ 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
++ | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
++
++ Pass SCT TEX SCB
++ 1: 0% 100% 25%
++ 2: 0% 100% 25%
++ 3: 0% 100% 50%
++ 4: 0% 100% 50%
++ 5: 50% 0% 25%
++ 6: 0% 0% 25%
++ 7: 100% 0% 25%
++ 8: 0% 100% 50%
++ 9: 0% 100% 100%
++ 10: 0% 100% 50%
++ 11: 0% 100% 75%
++ 12: 0% 100% 100%
++ 13: 100% 0% 100%
++ 14: 50% 0% 50%
++ 15: 100% 0% 100%
++
++ MEAN: 26% 60% 56%
++
++ Pass SCT0 SCT1 TEX SCB0 SCB1
++ 1: 0% 0% 100% 100% 0%
++ 2: 0% 0% 100% 100% 0%
++ 3: 0% 0% 100% 100% 100%
++ 4: 0% 0% 100% 100% 100%
++ 5: 100% 100% 0% 100% 0%
++ 6: 0% 0% 0% 0% 100%
++ 7: 100% 100% 0% 0% 100%
++ 8: 0% 0% 100% 100% 100%
++ 9: 0% 0% 100% 100% 100%
++ 10: 0% 0% 100% 100% 100%
++ 11: 0% 0% 100% 100% 100%
++ 12: 0% 0% 100% 100% 100%
++ 13: 100% 100% 0% 100% 100%
++ 14: 100% 100% 0% 100% 100%
++ 15: 100% 100% 0% 100% 100%
++
++ MEAN: 33% 33% 60% 86% 80%
++ Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
++ Results 15 cycles, 3 r regs, 800,000,000 pixels/s
++ ============================================================================*/
++ #if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
++ /*--------------------------------------------------------------------------*/
++ #pragma regcount 7
++ #pragma disablepc all
++ #pragma option O2
++ #pragma option OutColorPrec=fp16
++ #pragma texformat default RGBA8
++ /*==========================================================================*/
++ half4 FxaaPixelShader(
++ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
++ FxaaFloat2 pos,
++ FxaaFloat4 fxaaConsolePosPos,
++ FxaaTex tex,
++ FxaaTex fxaaConsole360TexExpBiasNegOne,
++ FxaaTex fxaaConsole360TexExpBiasNegTwo,
++ FxaaFloat2 fxaaQualityRcpFrame,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt,
++ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
++ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
++ FxaaFloat fxaaQualitySubpix,
++ FxaaFloat fxaaQualityEdgeThreshold,
++ FxaaFloat fxaaQualityEdgeThresholdMin,
++ FxaaFloat fxaaConsoleEdgeSharpness,
++ FxaaFloat fxaaConsoleEdgeThreshold,
++ FxaaFloat fxaaConsoleEdgeThresholdMin,
++ FxaaFloat4 fxaaConsole360ConstDir
++ ) {
++ /*--------------------------------------------------------------------------*/
++ // (1)
++ half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaNe = rgbyNe.w + half(1.0/512.0);
++ #else
++ half lumaNe = rgbyNe.y + half(1.0/512.0);
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (2)
++ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaSwNegNe = lumaSw.w - lumaNe;
++ #else
++ half lumaSwNegNe = lumaSw.y - lumaNe;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (3)
++ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
++ half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
++ #else
++ half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
++ half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (4)
++ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half dirZ = lumaNw.w + lumaSwNegNe;
++ half dirX = -lumaNw.w + lumaSwNegNe;
++ #else
++ half dirZ = lumaNw.y + lumaSwNegNe;
++ half dirX = -lumaNw.y + lumaSwNegNe;
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (5)
++ half3 dir;
++ dir.y = 0.0;
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ dir.x = lumaSe.w + dirX;
++ dir.z = -lumaSe.w + dirZ;
++ half lumaMinNeSe = min(lumaNe, lumaSe.w);
++ #else
++ dir.x = lumaSe.y + dirX;
++ dir.z = -lumaSe.y + dirZ;
++ half lumaMinNeSe = min(lumaNe, lumaSe.y);
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (6)
++ half4 dir1_pos;
++ dir1_pos.xy = normalize(dir).xz;
++ half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
++ /*--------------------------------------------------------------------------*/
++ // (7)
++ half4 dir2_pos;
++ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
++ dir1_pos.zw = pos.xy;
++ dir2_pos.zw = pos.xy;
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaMaxNeSe = max(lumaNe, lumaSe.w);
++ #else
++ half lumaMaxNeSe = max(lumaNe, lumaSe.y);
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (8)
++ half4 temp1N;
++ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
++ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
++ half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
++ half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
++ /*--------------------------------------------------------------------------*/
++ // (9)
++ half4 rgby1;
++ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
++ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
++ rgby1 = (temp1N + rgby1) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (10)
++ half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ half lumaMaxM = max(lumaMax, rgbyM.w);
++ half lumaMinM = min(lumaMin, rgbyM.w);
++ #else
++ half lumaMaxM = max(lumaMax, rgbyM.y);
++ half lumaMinM = min(lumaMin, rgbyM.y);
++ #endif
++ /*--------------------------------------------------------------------------*/
++ // (11)
++ half4 temp2N;
++ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
++ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
++ half4 rgby2;
++ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
++ half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
++ /*--------------------------------------------------------------------------*/
++ // (12)
++ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
++ rgby2 = (temp2N + rgby2) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (13)
++ rgby2 = (rgby2 + rgby1) * 0.5;
++ /*--------------------------------------------------------------------------*/
++ // (14)
++ #if (FXAA_GREEN_AS_LUMA == 0)
++ bool twoTapLt = rgby2.w < lumaMin;
++ bool twoTapGt = rgby2.w > lumaMax;
++ #else
++ bool twoTapLt = rgby2.y < lumaMin;
++ bool twoTapGt = rgby2.y > lumaMax;
++ #endif
++ bool earlyExit = lumaRangeM < lumaMax;
++ bool twoTap = twoTapLt || twoTapGt;
++ /*--------------------------------------------------------------------------*/
++ // (15)
++ if(twoTap) rgby2 = rgby1;
++ if(earlyExit) rgby2 = rgbyM;
++ /*--------------------------------------------------------------------------*/
++ return rgby2; }
++ /*==========================================================================*/
++ #endif
++
++ void MAIN() // Mix the input blur and the depth texture with the sprite
++ {
++ float sprightA = texture(sprite, INPUT_UV).a;
++ vec4 aaPix = FxaaPixelShader( INPUT_UV, vec4(0.0,0.0,0.0,0.0), INPUT, INPUT, INPUT, vec2(1.0 / OUTPUT_SIZE.x, 1.0 / OUTPUT_SIZE.y),
++ vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0), 0.75, 0.166, 0.0833, 8.0, 0.125, 0.05, vec4(0,0,0,0) );
++ FRAGCOLOR = vec4(aaPix.rgb, sprightA );
++ }