diff options
Diffstat (limited to 'src/Runtime/res/effectlib/Fxaa3_11.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/Fxaa3_11.glsllib | 76 |
1 files changed, 38 insertions, 38 deletions
diff --git a/src/Runtime/res/effectlib/Fxaa3_11.glsllib b/src/Runtime/res/effectlib/Fxaa3_11.glsllib index 52053c0d..f5de2089 100644 --- a/src/Runtime/res/effectlib/Fxaa3_11.glsllib +++ b/src/Runtime/res/effectlib/Fxaa3_11.glsllib @@ -49,11 +49,11 @@ Example, Or, #define FXAA_360 1 - + Or, #define FXAA_PS3 1 - + Etc. (2.) @@ -62,7 +62,7 @@ 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 +As for FXAA 3.11 all inputs for all shaders are the same to enable easy porting between platforms. return FxaaPixelShader(...); @@ -93,7 +93,7 @@ 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" +and output "pos" and "fxaaConsolePosPos" such that inputs in the pixel shader provide, // {xy} = center of pixel @@ -110,7 +110,7 @@ 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, +FXAA3 requires RGBL as input unless the following is set, #define FXAA_GREEN_AS_LUMA 1 @@ -163,7 +163,7 @@ Getting luma correct is required for the algorithm to work correctly. ------------------------------------------------------------------------------ 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 +The reason is because dithering artifacts will be more visiable in a linear colorspace. @@ -258,7 +258,7 @@ A. Or use FXAA_GREEN_AS_LUMA. // Might want to lower the settings for both, // fxaaConsoleEdgeThresholdMin // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors + // In order to insure AA does not get turned off on colors // which contain a minor amount of green. // // 1 = On. @@ -343,7 +343,7 @@ A. Or use FXAA_GREEN_AS_LUMA. #ifndef FXAA_GATHER4_ALPHA #define FXAA_GATHER4_ALPHA 0 #endif - #endif + #endif #endif /*============================================================================ @@ -406,14 +406,14 @@ NOTE the other tuning knobs are now in the shader function inputs! // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to + // 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 + // 39 - no dither, very expensive // // NOTES // ----------------------------------------------------------------------- @@ -422,7 +422,7 @@ NOTE the other tuning knobs are now in the shader function inputs! // 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 @@ -732,7 +732,7 @@ NOTE the other tuning knobs are now in the shader function inputs! FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } #else FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif +#endif @@ -786,28 +786,28 @@ FxaaFloat4 FxaaPixelShader( // Where N ranges between, // N = 0.50 (default) // N = 0.33 (sharper) - // {x___} = -N/screenWidthInPixels + // {x___} = -N/screenWidthInPixels // {_y__} = -N/screenHeightInPixels - // {__z_} = N/screenWidthInPixels - // {___w} = 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 + // {x___} = -2.0/screenWidthInPixels // {_y__} = -2.0/screenHeightInPixels - // {__z_} = 2.0/screenWidthInPixels - // {___w} = 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 + // {x___} = 8.0/screenWidthInPixels // {_y__} = 8.0/screenHeightInPixels - // {__z_} = -4.0/screenWidthInPixels - // {___w} = -4.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels FxaaFloat4 fxaaConsole360RcpFrameOpt2, // // Only used on FXAA Quality. @@ -829,7 +829,7 @@ FxaaFloat4 FxaaPixelShader( // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default - // 0.125 - high quality + // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // @@ -847,7 +847,7 @@ FxaaFloat4 FxaaPixelShader( // 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. @@ -882,7 +882,7 @@ FxaaFloat4 FxaaPixelShader( // 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, + // 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 @@ -894,7 +894,7 @@ FxaaFloat4 FxaaPixelShader( // 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. @@ -1271,11 +1271,11 @@ FxaaFloat4 FxaaPixelShader( /*============================================================================ FXAA3 CONSOLE - PC VERSION - + ------------------------------------------------------------------------------ Instead of using this on PC, I'd suggest just using FXAA Quality with #define FXAA_QUALITY__PRESET 10 -Or +Or #define FXAA_QUALITY__PRESET 20 Either are higher qualilty and almost as fast as this on modern PC GPUs. ============================================================================*/ @@ -1364,7 +1364,7 @@ FxaaFloat4 FxaaPixelShader( /*============================================================================ - FXAA3 CONSOLE - 360 PIXEL SHADER + FXAA3 CONSOLE - 360 PIXEL SHADER ------------------------------------------------------------------------------ This optimized version thanks to suggestions from Andy Luedke. @@ -1399,14 +1399,14 @@ float4 FxaaPixelShader( /*--------------------------------------------------------------------------*/ float4 lumaNwNeSwSe; #if (FXAA_GREEN_AS_LUMA == 0) - asm { + 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 { + 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 @@ -1427,7 +1427,7 @@ float4 FxaaPixelShader( #else float lumaMinM = min(lumaMin, rgbyM.y); float lumaMaxM = max(lumaMax, rgbyM.y); - #endif + #endif if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; /*--------------------------------------------------------------------------*/ float2 dir; @@ -1450,8 +1450,8 @@ float4 FxaaPixelShader( 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; + float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; return rgbyR; } /*==========================================================================*/ #endif @@ -1576,7 +1576,7 @@ Pass | Unit | uOp | PC: Op | | | 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% @@ -1662,7 +1662,7 @@ half4 FxaaPixelShader( #else dir.x += lumaSw.y; dir.z += lumaSw.y; - #endif + #endif /*--------------------------------------------------------------------------*/ // (3) half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); @@ -1725,7 +1725,7 @@ half4 FxaaPixelShader( #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 + #endif rgby2 = (rgby2 + rgby1) * 0.5; /*--------------------------------------------------------------------------*/ // (12) @@ -1881,7 +1881,7 @@ Pass | Unit | uOp | PC: Op | | | 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% |