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826 行
32 KiB
826 行
32 KiB
Shader "Hidden/FXAA Preset 3" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#pragma target 3.0
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// Not very practical on consoles/mobile, and PS3 Cg takes ages to compile this :(
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#pragma exclude_renderers xbox360 ps3 gles
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#define FXAA_HLSL_3 1
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#define FXAA_PRESET 3
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// Copyright (c) 2010 NVIDIA Corporation. All rights reserved.
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//
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// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
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// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
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// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
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// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
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// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
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// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
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// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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/*============================================================================
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FXAA
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============================================================================*/
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/*============================================================================
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API PORTING
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============================================================================*/
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#ifndef FXAA_GLSL_120
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#define FXAA_GLSL_120 0
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#endif
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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#ifndef FXAA_HLSL_3
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#define FXAA_HLSL_3 0
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#endif
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#ifndef FXAA_HLSL_4
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#define FXAA_HLSL_4 0
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_GLSL_120
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// Requires,
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// #version 120
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// #extension GL_EXT_gpu_shader4 : enable
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define FxaaBool3 bvec3
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#define FxaaInt2 ivec2
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaBool2Float(a) mix(0.0, 1.0, (a))
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#define FxaaPow3(x, y) pow(x, y)
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#define FxaaSel3(f, t, b) mix((f), (t), (b))
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#define FxaaTex sampler2D
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_GLSL_130
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// Requires "#version 130" or better
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define FxaaBool3 bvec3
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#define FxaaInt2 ivec2
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaBool2Float(a) mix(0.0, 1.0, (a))
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#define FxaaPow3(x, y) pow(x, y)
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#define FxaaSel3(f, t, b) mix((f), (t), (b))
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#define FxaaTex sampler2D
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_HLSL_3
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#define int2 float2
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#define FxaaInt2 float2
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#define FxaaFloat2 float2
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#define FxaaFloat3 float3
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#define FxaaFloat4 float4
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#define FxaaBool2Float(a) (a)
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#define FxaaPow3(x, y) pow(x, y)
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#define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b))
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#define FxaaTex sampler2D
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_HLSL_4
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#define FxaaInt2 int2
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#define FxaaFloat2 float2
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#define FxaaFloat3 float3
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#define FxaaFloat4 float4
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#define FxaaBool2Float(a) (a)
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#define FxaaPow3(x, y) pow(x, y)
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#define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b))
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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#endif
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/*--------------------------------------------------------------------------*/
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#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))
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/*--------------------------------------------------------------------------*/
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float4 FxaaTexLod0(FxaaTex tex, float2 pos) {
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#if FXAA_GLSL_120
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return texture2DLod(tex, pos.xy, 0.0);
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#endif
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#if FXAA_GLSL_130
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return textureLod(tex, pos.xy, 0.0);
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#endif
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#if FXAA_HLSL_3
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return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
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#endif
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#if FXAA_HLSL_4
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return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0);
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#endif
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}
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/*--------------------------------------------------------------------------*/
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float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {
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#if FXAA_GLSL_120
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return texture2DGrad(tex, pos.xy, grad, grad);
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#endif
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#if FXAA_GLSL_130
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return textureGrad(tex, pos.xy, grad, grad);
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#endif
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#if FXAA_HLSL_3
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return tex2Dgrad(tex, pos.xy, grad, grad);
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#endif
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#if FXAA_HLSL_4
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return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad);
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#endif
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}
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/*--------------------------------------------------------------------------*/
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float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {
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#if FXAA_GLSL_120
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return texture2DLodOffset(tex, pos.xy, 0.0, off.xy);
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#endif
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#if FXAA_GLSL_130
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return textureLodOffset(tex, pos.xy, 0.0, off.xy);
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#endif
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#if FXAA_HLSL_3
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return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0));
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#endif
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#if FXAA_HLSL_4
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return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy);
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#endif
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}
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/*============================================================================
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SRGB KNOBS
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------------------------------------------------------------------------------
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FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11).
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This will do the sRGB to linear transform,
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as ROP will expect linear color from this shader,
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and this shader works in non-linear color.
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============================================================================*/
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#define FXAA_SRGB_ROP 0
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/*============================================================================
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DEBUG KNOBS
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------------------------------------------------------------------------------
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All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome).
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FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a
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yellow tint on sub-pixel aliasing filtered by FXAA.
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FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges.
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FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice.
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FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span.
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FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y.
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============================================================================*/
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#ifndef FXAA_DEBUG_PASSTHROUGH
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#define FXAA_DEBUG_PASSTHROUGH 0
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#endif
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#ifndef FXAA_DEBUG_HORZVERT
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#define FXAA_DEBUG_HORZVERT 0
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#endif
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#ifndef FXAA_DEBUG_PAIR
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#define FXAA_DEBUG_PAIR 0
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#endif
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#ifndef FXAA_DEBUG_NEGPOS
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#define FXAA_DEBUG_NEGPOS 0
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#endif
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#ifndef FXAA_DEBUG_OFFSET
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#define FXAA_DEBUG_OFFSET 0
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#endif
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/*--------------------------------------------------------------------------*/
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#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR
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#define FXAA_DEBUG 1
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#endif
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#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET
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#define FXAA_DEBUG 1
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#endif
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#ifndef FXAA_DEBUG
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#define FXAA_DEBUG 0
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#endif
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/*============================================================================
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COMPILE-IN KNOBS
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------------------------------------------------------------------------------
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FXAA_PRESET - Choose compile-in knob preset 0-5.
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
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to apply algorithm.
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1.0/3.0 - too little
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1.0/4.0 - good start
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1.0/8.0 - applies to more edges
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1.0/16.0 - overkill
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
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Perf optimization.
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1.0/32.0 - visible limit (smaller isn't visible)
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1.0/16.0 - good compromise
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1.0/12.0 - upper limit (seeing artifacts)
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------------------------------------------------------------------------------
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FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
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------------------------------------------------------------------------------
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FXAA_SEARCH_ACCELERATION - How much to accelerate search,
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1 - no acceleration
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2 - skip by 2 pixels
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3 - skip by 3 pixels
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4 - skip by 4 pixels
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------------------------------------------------------------------------------
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FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
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1.0/4.0 - seems to be the best quality wise
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------------------------------------------------------------------------------
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FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path.
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Not recomended, but used in preset 0.
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------------------------------------------------------------------------------
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FXAA_SUBPIX - Toggle subpix filtering.
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0 - turn off
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1 - turn on
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2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP)
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------------------------------------------------------------------------------
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FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
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1.0/2.0 - low removal
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1.0/3.0 - medium removal
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1.0/4.0 - default removal
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1.0/8.0 - high removal
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0.0 - complete removal
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------------------------------------------------------------------------------
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FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
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This is important for the transition of sub-pixel detail,
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like fences and wires.
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3.0/4.0 - default (medium amount of filtering)
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7.0/8.0 - high amount of filtering
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1.0 - no capping of sub-pixel aliasing removal
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============================================================================*/
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#ifndef FXAA_PRESET
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#define FXAA_PRESET 3
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 0)
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#define FXAA_EDGE_THRESHOLD (1.0/4.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)
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#define FXAA_SEARCH_STEPS 2
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#define FXAA_SEARCH_ACCELERATION 4
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 1
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#define FXAA_SUBPIX_CAP (2.0/3.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 1)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
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#define FXAA_SEARCH_STEPS 4
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#define FXAA_SEARCH_ACCELERATION 3
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 0
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 2)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 8
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#define FXAA_SEARCH_ACCELERATION 2
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 0
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 3)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 16
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#define FXAA_SEARCH_ACCELERATION 1
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 0
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 4)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 24
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#define FXAA_SEARCH_ACCELERATION 1
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 0
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_PRESET == 5)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 32
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#define FXAA_SEARCH_ACCELERATION 1
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX 1
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#define FXAA_SUBPIX_FASTER 0
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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/*--------------------------------------------------------------------------*/
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#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
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/*============================================================================
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HELPERS
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============================================================================*/
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// Return the luma, the estimation of luminance from rgb inputs.
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// This approximates luma using one FMA instruction,
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// skipping normalization and tossing out blue.
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// FxaaLuma() will range 0.0 to 2.963210702.
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float FxaaLuma(float3 rgb) {
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return rgb.y * (0.587/0.299) + rgb.x; }
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/*--------------------------------------------------------------------------*/
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float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {
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return (FxaaToFloat3(-amountOfA) * b) +
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((a * FxaaToFloat3(amountOfA)) + b); }
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/*--------------------------------------------------------------------------*/
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// Support any extra filtering before returning color.
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float3 FxaaFilterReturn(float3 rgb) {
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#if FXAA_SRGB_ROP
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// Do sRGB encoded value to linear conversion.
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return FxaaSel3(
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rgb * FxaaToFloat3(1.0/12.92),
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FxaaPow3(
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rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),
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FxaaToFloat3(2.4)),
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rgb > FxaaToFloat3(0.04045));
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#else
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return rgb;
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#endif
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}
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/*============================================================================
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VERTEX SHADER
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============================================================================*/
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float2 FxaaVertexShader(
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// Both x and y range {-1.0 to 1.0 across screen}.
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float2 inPos) {
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float2 pos;
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pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5);
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return pos; }
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/*============================================================================
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PIXEL SHADER
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============================================================================*/
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float3 FxaaPixelShader(
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// Output of FxaaVertexShader interpolated across screen.
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// xy -> actual texture position {0.0 to 1.0}
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float2 pos,
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// Input texture.
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FxaaTex tex,
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// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// {1.0/frameWidth, 1.0/frameHeight}
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float2 rcpFrame) {
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/*----------------------------------------------------------------------------
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EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT
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------------------------------------------------------------------------------
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Majority of pixels of a typical image do not require filtering,
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often pixels are grouped into blocks which could benefit from early exit
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right at the beginning of the algorithm.
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Given the following neighborhood,
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N
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W M E
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S
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If the difference in local maximum and minimum luma (contrast "range")
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is lower than a threshold proportional to the maximum local luma ("rangeMax"),
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then the shader early exits (no visible aliasing).
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This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN")
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to avoid processing in really dark areas.
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----------------------------------------------------------------------------*/
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float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;
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float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;
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float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;
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float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;
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float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;
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float lumaN = FxaaLuma(rgbN);
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float lumaW = FxaaLuma(rgbW);
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float lumaM = FxaaLuma(rgbM);
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float lumaE = FxaaLuma(rgbE);
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float lumaS = FxaaLuma(rgbS);
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float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
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float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
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float range = rangeMax - rangeMin;
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#if FXAA_DEBUG
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float lumaO = lumaM / (1.0 + (0.587/0.299));
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#endif
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if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {
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#if FXAA_DEBUG
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return FxaaFilterReturn(FxaaToFloat3(lumaO));
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#endif
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return FxaaFilterReturn(rgbM); }
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#if FXAA_SUBPIX > 0
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#if FXAA_SUBPIX_FASTER
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float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *
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FxaaToFloat3(1.0/5.0);
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#else
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float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
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#endif
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#endif
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/*----------------------------------------------------------------------------
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COMPUTE LOWPASS
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------------------------------------------------------------------------------
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FXAA computes a local neighborhood lowpass value as follows,
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(N + W + E + S)/4
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Then uses the ratio of the contrast range of the lowpass
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and the range found in the early exit check,
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as a sub-pixel aliasing detection filter.
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When FXAA detects sub-pixel aliasing (such as single pixel dots),
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it later blends in "blendL" amount
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of a lowpass value (computed in the next section) to the final result.
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----------------------------------------------------------------------------*/
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#if FXAA_SUBPIX != 0
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float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
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float rangeL = abs(lumaL - lumaM);
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#endif
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#if FXAA_SUBPIX == 1
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float blendL = max(0.0,
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(rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
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blendL = min(FXAA_SUBPIX_CAP, blendL);
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#endif
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#if FXAA_SUBPIX == 2
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float blendL = rangeL / range;
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#endif
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#if FXAA_DEBUG_PASSTHROUGH
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#if FXAA_SUBPIX == 0
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float blendL = 0.0;
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#endif
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return FxaaFilterReturn(
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FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0));
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#endif
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/*----------------------------------------------------------------------------
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CHOOSE VERTICAL OR HORIZONTAL SEARCH
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------------------------------------------------------------------------------
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FXAA uses the following local neighborhood,
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NW N NE
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W M E
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SW S SE
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To compute an edge amount for both vertical and horizontal directions.
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Note edge detect filters like Sobel fail on single pixel lines through M.
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FXAA takes the weighted average magnitude of the high-pass values
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for rows and columns as an indication of local edge amount.
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A lowpass value for anti-sub-pixel-aliasing is computed as
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(N+W+E+S+M+NW+NE+SW+SE)/9.
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This full box pattern has higher quality than other options.
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Note following this block, both vertical and horizontal cases
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flow in parallel (reusing the horizontal variables).
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----------------------------------------------------------------------------*/
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float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;
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float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;
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float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;
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float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;
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#if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)
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rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
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rgbL *= FxaaToFloat3(1.0/9.0);
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#endif
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float lumaNW = FxaaLuma(rgbNW);
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float lumaNE = FxaaLuma(rgbNE);
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float lumaSW = FxaaLuma(rgbSW);
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float lumaSE = FxaaLuma(rgbSE);
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float edgeVert =
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abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
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abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
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abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
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float edgeHorz =
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abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
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abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
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abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
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bool horzSpan = edgeHorz >= edgeVert;
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#if FXAA_DEBUG_HORZVERT
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if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0));
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else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0));
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#endif
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float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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float gradientN = abs(lumaN - lumaM);
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float gradientS = abs(lumaS - lumaM);
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lumaN = (lumaN + lumaM) * 0.5;
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lumaS = (lumaS + lumaM) * 0.5;
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/*----------------------------------------------------------------------------
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CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST
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------------------------------------------------------------------------------
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This chooses a pixel pair.
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For "horzSpan == true" this will be a vertical pair,
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[N] N
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[M] or [M]
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S [S]
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Note following this block, both {N,M} and {S,M} cases
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flow in parallel (reusing the {N,M} variables).
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This pair of image rows or columns is searched below
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in the positive and negative direction
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until edge status changes
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(or the maximum number of search steps is reached).
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----------------------------------------------------------------------------*/
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bool pairN = gradientN >= gradientS;
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#if FXAA_DEBUG_PAIR
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if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0));
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else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0));
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#endif
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if(!pairN) lumaN = lumaS;
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if(!pairN) gradientN = gradientS;
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if(!pairN) lengthSign *= -1.0;
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float2 posN;
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posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
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posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
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/*----------------------------------------------------------------------------
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CHOOSE SEARCH LIMITING VALUES
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------------------------------------------------------------------------------
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Search limit (+/- gradientN) is a function of local gradient.
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----------------------------------------------------------------------------*/
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gradientN *= FXAA_SEARCH_THRESHOLD;
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/*----------------------------------------------------------------------------
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SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE
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------------------------------------------------------------------------------
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This loop searches either in vertical or horizontal directions,
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and in both the negative and positive direction in parallel.
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This loop fusion is faster than searching separately.
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The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter
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via anisotropic filtering with specified texture gradients.
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----------------------------------------------------------------------------*/
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float2 posP = posN;
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float2 offNP = horzSpan ?
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FxaaFloat2(rcpFrame.x, 0.0) :
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FxaaFloat2(0.0f, rcpFrame.y);
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float lumaEndN = lumaN;
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float lumaEndP = lumaN;
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bool doneN = false;
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bool doneP = false;
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#if FXAA_SEARCH_ACCELERATION == 1
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posN += offNP * FxaaFloat2(-1.0, -1.0);
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posP += offNP * FxaaFloat2( 1.0, 1.0);
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#endif
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#if FXAA_SEARCH_ACCELERATION == 2
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posN += offNP * FxaaFloat2(-1.5, -1.5);
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posP += offNP * FxaaFloat2( 1.5, 1.5);
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offNP *= FxaaFloat2(2.0, 2.0);
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#endif
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#if FXAA_SEARCH_ACCELERATION == 3
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posN += offNP * FxaaFloat2(-2.0, -2.0);
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posP += offNP * FxaaFloat2( 2.0, 2.0);
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offNP *= FxaaFloat2(3.0, 3.0);
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#endif
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#if FXAA_SEARCH_ACCELERATION == 4
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posN += offNP * FxaaFloat2(-2.5, -2.5);
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posP += offNP * FxaaFloat2( 2.5, 2.5);
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offNP *= FxaaFloat2(4.0, 4.0);
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#endif
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for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
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#if FXAA_SEARCH_ACCELERATION == 1
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if(!doneN) lumaEndN =
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FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);
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if(!doneP) lumaEndP =
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FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);
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#else
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if(!doneN) lumaEndN =
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FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);
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if(!doneP) lumaEndP =
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FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);
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#endif
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doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
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doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
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if(doneN && doneP) break;
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if(!doneN) posN -= offNP;
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if(!doneP) posP += offNP; }
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/*----------------------------------------------------------------------------
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HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE
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------------------------------------------------------------------------------
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FXAA uses the pixel's position in the span
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in combination with the values (lumaEnd*) at the ends of the span,
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to determine filtering.
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This step computes which side of the span the pixel is on.
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On negative side if dstN < dstP,
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posN pos posP
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|-----------|------|------------------|
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| | | |
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|<--dstN--->|<---------dstP---------->|
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span center
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----------------------------------------------------------------------------*/
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float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
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float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
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bool directionN = dstN < dstP;
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#if FXAA_DEBUG_NEGPOS
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if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0));
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else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0));
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#endif
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lumaEndN = directionN ? lumaEndN : lumaEndP;
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/*----------------------------------------------------------------------------
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CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING
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------------------------------------------------------------------------------
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If both the pair luma at the end of the span (lumaEndN)
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and middle pixel luma (lumaM)
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are on the same side of the middle pair average luma (lumaN),
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then don't filter.
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Cases,
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(1.) "L",
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lumaM
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V XXXXXXXX <- other line averaged
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XXXXXXX[X]XXXXXXXXXXX <- source pixel line
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| . |
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--------------------------
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[ ]xxxxxx[x]xx[X]XXXXXX <- pair average
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--------------------------
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^ ^ ^ ^
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| | | |
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. |<---->|<---------- no filter region
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. | | |
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. center | |
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. | lumaEndN
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. | .
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. lumaN .
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. .
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|<--- span -->|
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(2.) "^" and "-",
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<- other line averaged
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XXXXX[X]XXX <- source pixel line
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| | |
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--------------------------
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[ ]xxxx[x]xx[ ] <- pair average
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--------------------------
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|<--->|<--->|<---------- filter both sides
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(3.) "v" and inverse of "-",
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XXXXXX XXXXXXXXX <- other line averaged
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XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line
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| | |
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--------------------------
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XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average
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--------------------------
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|<--->|<--->|<---------- don't filter both!
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Note the "v" case for FXAA requires no filtering.
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This is because the inverse of the "-" case is the "v".
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Filtering "v" case turns open spans like this,
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XXXXXXXXX
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Into this (which is not desired),
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x+. .+x
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XXXXXXXXX
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----------------------------------------------------------------------------*/
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if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
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lengthSign = 0.0;
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/*----------------------------------------------------------------------------
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COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN
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------------------------------------------------------------------------------
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FXAA filters using a bilinear texture fetch offset
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from the middle pixel M towards the center of the pair (NM below).
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Maximum filtering will be half way between pair.
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Reminder, at this point in the code,
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the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}.
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+-------+
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| | 0.5 offset
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| N | |
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| | V
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+-------+....---
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| |
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| M...|....---
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| | ^
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+-------+ |
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. . 0.0 offset
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. S .
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. .
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.........
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Position on span is used to compute sub-pixel filter offset using simple ramp,
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posN posP
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|\ |<------- 0.5 pixel offset into pair pixel
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| \ |
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| \ |
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---.......|...\..........|<------- 0.25 pixel offset into pair pixel
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^ | ^\ |
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| | | \ |
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V | | \ |
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---.......|===|==========|<------- 0.0 pixel offset (ie M pixel)
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^ . | ^ .
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| . pos | .
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| . . | .
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| . . center .
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| . . .
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| |<->|<---------.-------- dstN
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| . . .
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| . |<-------->|<------- dstP
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| . .
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| |<------------>|<------- spanLength
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subPixelOffset
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----------------------------------------------------------------------------*/
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float spanLength = (dstP + dstN);
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dstN = directionN ? dstN : dstP;
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float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
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#if FXAA_DEBUG_OFFSET
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float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x;
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float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0;
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if(ox < 0.0) return FxaaFilterReturn(
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FxaaLerp3(FxaaToFloat3(lumaO),
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FxaaFloat3(1.0, 0.0, 0.0), -ox));
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if(ox > 0.0) return FxaaFilterReturn(
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FxaaLerp3(FxaaToFloat3(lumaO),
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FxaaFloat3(0.0, 0.0, 1.0), ox));
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if(oy < 0.0) return FxaaFilterReturn(
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FxaaLerp3(FxaaToFloat3(lumaO),
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FxaaFloat3(1.0, 0.6, 0.2), -oy));
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if(oy > 0.0) return FxaaFilterReturn(
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FxaaLerp3(FxaaToFloat3(lumaO),
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FxaaFloat3(0.2, 0.6, 1.0), oy));
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return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO));
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#endif
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float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(
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pos.x + (horzSpan ? 0.0 : subPixelOffset),
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pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
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#if FXAA_SUBPIX == 0
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return FxaaFilterReturn(rgbF);
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#else
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return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));
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#endif
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}
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float4 frag (v2f i) : SV_Target
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{
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return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f);
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}
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ENDCG
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}
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}
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|
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Fallback "Hidden/FXAA II"
|
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}
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