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hh јј @@PP!@@%<п€Мз&'€€+ €иЈ -РР5P0 CH0D0˜˜GS@Data/Shaders/S_Resample_vs__Fxaa_fs__0.cgfx#materialData/Shaders/S_Resample_vs__Fxaa_fs__0.fx #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" #define D_PLATFORM_D3D11x64 // Automatically generated. Do not edit. // =======================================================================================================================[COMMON DEFINES]=== #define PHYRE3X_ENABLED #if !defined(D_PLATFORM_GXM) #define h2tex3D tex3D #define h4tex2D tex2D #define h3tex2D tex2D #define h2tex2D tex2D #define h1tex2D tex2D #define h4texCUBE texCUBE #define h3texCUBE texCUBE #endif // ========================================================================================================================[COMMON STATES]=== #if !defined(D_PLATFORM_GXM) BlendState ourBlendState { BlendEnable[0] = FALSE; BlendEnable[1] = FALSE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; RenderTargetWriteMask[0] = 15; AlphaToCoverageEnable = false; }; DepthStencilState ourDepthStencilState { DepthEnable=true; DepthFunc=less; StencilEnable=false; }; RasterizerState ourRasterState { CullMode=None; DepthBias=0.0f; ScissorEnable=false; MultiSampleEnable=false; DepthClipEnable=false; AntialiasedLineEnable=false; }; #endif // ==================================================================================================================[VERTEX SHADER BEGIN]=== #define main Opaque_vs_main #define IN Opaque_vs_IN #define OUT Opaque_vs_OUT #define v2f Opaque_vs_v2f #define a2v Opaque_vs_a2v // ------------------------------------------------------------------------------------------------------------------------------------------ #define GLOBAL_LEAN_AND_MEAN #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 54 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct IN { #if defined(__ORBIS__) float4 position : POSITION; #else float3 position : POSITION; #endif #if defined(TEXTURE_UVW) float3 uv : TEXCOORD0; #else float2 uv : TEXCOORD0; #endif }; struct OUT { float4 position : POSITION_OUT; #if defined(TEXTURE_UVW) float3 uv : TEXCOORD0; #else float2 uv : TEXCOORD0; #endif }; //---------------------------------------------- // Resample // - Requires input coords in clip space // Doesn't do any real work, just meant // for resampling (for example, for blurs) //---------------------------------------------- void main( IN input, out OUT output ) { #if defined(D_PLATFORM_D3D11) output.position = float4(input.position.x,-input.position.y, input.position.z, 1); #else output.position = float4(input.position.xyz,1); #endif output.uv = input.uv; }// ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef a2v // ===================================================================================================================[PIXEL SHADER BEGIN]=== #define main Opaque_fs_main #define IN Opaque_fs_IN #define OUT Opaque_fs_OUT #define v2f Opaque_fs_v2f #define f2f Opaque_fs_f2f // ------------------------------------------------------------------------------------------------------------------------------------------ #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 108 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" D_DECLARE_TEXTURE2D_4(texColor); #ifdef D_PLATFORM_GXM #define FXAA_PC 1 #define FXAA_GLSL_120 1 #define FXAA_QUALITY__PRESET 29 #else #define FXAA_PC 1 #define FXAA_HLSL_4 1 #define FXAA_QUALITY__PRESET 29 #endif #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h" /*============================================================================ NVIDIA FXAA 3.11 by TIMOTHY LOTTES ------------------------------------------------------------------------------ COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------ TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ------------------------------------------------------------------------------ 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, #include "Fxaa3_11.h" (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. // #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 /*============================================================================ 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 #line 122 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct v2f { float4 position : POSITION_OUT; float2 uv : TEXCOORD0; }; struct f2f { float4 color : FINAL_COLOR; }; //---------------------------------------------- // Program entry //---------------------------------------------- void main( in v2f IN, out f2f OUT ) { float2 pos = IN.uv; #ifdef D_PLATFORM_GXM float2 invViewportSize = float2(1.0f/720,1.0f/408); float4 rslt = FxaaPixelShader(pos,0, texColor, texColor, texColor, invViewportSize.xy, 0,0,0, 0.25f,0.1f,0.0833f, 0,0,0,0 ); OUT.color = rslt; #else FxaaTex tex = { LinearClampSampler, texColor }; float2 invViewportSize; texColor.GetDimensions(invViewportSize.x,invViewportSize.y); invViewportSize.x = 1.0f / invViewportSize.x; invViewportSize.y = 1.0f / invViewportSize.y; float4 rslt = FxaaPixelShader(pos,0, tex, tex, tex, invViewportSize.xy, 0,0,0, 0.25f,0.1f,0.0833f, 0,0,0,0 ); OUT.color = rslt; #endif } // ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef f2f // ===================================================================================================================[TECHNIQUE CODE END]=== #if !defined(D_PLATFORM_GXM) #ifndef __ORBIS__ technique11 Opaque { pass pass0 { SetVertexShader( CompileShader( vs_5_0, Opaque_vs_main() ) ); SetPixelShader( CompileShader( ps_5_0, Opaque_fs_main() ) ); SetBlendState(ourBlendState, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF); SetDepthStencilState(ourDepthStencilState,0); SetRasterizerState(ourRasterState); } } #endif #else technique Opaque { pass pass0 { VertexProgram = compile arbvp1 Opaque_vs_main(); FragmentProgram = compile arbfp1 Opaque_fs_main(); } } #endif D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx   GGGGGGGG€?€?€?€?€?€A€A€? 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DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #ЦZuƒ}ПЉыАЮНщdP…h&ШQVUќˆ{ˆ?ІA$•7`’цIPЮ7мРIжš#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" #line 4 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 53 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_vs_IN { #line 59 float3 position : POSITION ; #line 64 float2 uv : TEXCOORD0 ; } ; struct Opaque_vs_OUT { float4 position : SV_POSITION ; #line 74 float2 uv : TEXCOORD0 ; } ; #line 85 void Opaque_vs_main ( Opaque_vs_IN input , out Opaque_vs_OUT output ) { output . position = float4 ( input . position . x , - input . position . y , input . position . z , 1 ) ; #line 91 output . uv = input . uv ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 107 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" Texture2D < float4 > texColor ; #line 115 #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h" #line 186 #line 204 #line 212 #line 229 #line 254 #line 268 #line 280 #line 292 #line 295 #line 298 #line 311 #line 314 #line 317 #line 326 #line 339 #line 344 #line 347 #line 367 #line 371 #line 401 #line 418 #line 426 #line 435 #line 445 #line 456 #line 468 #line 478 #line 486 #line 495 #line 505 #line 516 #line 528 #line 541 #line 555 #line 570 #line 605 #line 628 #line 661 #line 674 #line 681 struct FxaaTex { SamplerState smpl ; Texture2D tex ; } ; #line 699 #line 705 float FxaaLuma ( float4 rgba ) { return rgba . w ; } #line 709 #line 719 float4 FxaaPixelShader ( #line 725 float2 pos , #line 731 float4 fxaaConsolePosPos , #line 737 FxaaTex tex , #line 743 FxaaTex fxaaConsole360TexExpBiasNegOne , #line 749 FxaaTex fxaaConsole360TexExpBiasNegTwo , #line 755 float2 fxaaQualityRcpFrame , #line 767 float4 fxaaConsoleRcpFrameOpt , #line 776 float4 fxaaConsoleRcpFrameOpt2 , #line 785 float4 fxaaConsole360RcpFrameOpt2 , #line 797 float fxaaQualitySubpix , #line 808 float fxaaQualityEdgeThreshold , #line 823 float fxaaQualityEdgeThresholdMin , #line 837 float fxaaConsoleEdgeSharpness , #line 851 float fxaaConsoleEdgeThreshold , #line 870 float fxaaConsoleEdgeThresholdMin , #line 877 float4 fxaaConsole360ConstDir ) { float2 posM ; posM . x = pos . x ; posM . y = pos . y ; #line 908 float4 rgbyM = tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) ; #line 914 float lumaS = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , 1 ) ) ) ; float lumaE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 0 ) ) ) ; float lumaN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , - 1 ) ) ) ; float lumaW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 0 ) ) ) ; float maxSM = max ( lumaS , rgbyM . w ) ; float minSM = min ( lumaS , rgbyM . w ) ; float maxESM = max ( lumaE , maxSM ) ; float minESM = min ( lumaE , minSM ) ; float maxWN = max ( lumaN , lumaW ) ; float minWN = min ( lumaN , lumaW ) ; float rangeMax = max ( maxWN , maxESM ) ; float rangeMin = min ( minWN , minESM ) ; float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold ; float range = rangeMax - rangeMin ; float rangeMaxClamped = max ( fxaaQualityEdgeThresholdMin , rangeMaxScaled ) ; bool earlyExit = range < rangeMaxClamped ; if ( earlyExit ) #line 937 return rgbyM ; float lumaNW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , - 1 ) ) ) ; float lumaSE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 1 ) ) ) ; float lumaNE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , - 1 ) ) ) ; float lumaSW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 1 ) ) ) ; #line 949 float lumaNS = lumaN + lumaS ; float lumaWE = lumaW + lumaE ; float subpixRcpRange = 1.0 / range ; float subpixNSWE = lumaNS + lumaWE ; float edgeHorz1 = ( - 2.0 * rgbyM . w ) + lumaNS ; float edgeVert1 = ( - 2.0 * rgbyM . w ) + lumaWE ; float lumaNESE = lumaNE + lumaSE ; float lumaNWNE = lumaNW + lumaNE ; float edgeHorz2 = ( - 2.0 * lumaE ) + lumaNESE ; float edgeVert2 = ( - 2.0 * lumaN ) + lumaNWNE ; float lumaNWSW = lumaNW + lumaSW ; float lumaSWSE = lumaSW + lumaSE ; float edgeHorz4 = ( abs ( edgeHorz1 ) * 2.0 ) + abs ( edgeHorz2 ) ; float edgeVert4 = ( abs ( edgeVert1 ) * 2.0 ) + abs ( edgeVert2 ) ; float edgeHorz3 = ( - 2.0 * lumaW ) + lumaNWSW ; float edgeVert3 = ( - 2.0 * lumaS ) + lumaSWSE ; float edgeHorz = abs ( edgeHorz3 ) + edgeHorz4 ; float edgeVert = abs ( edgeVert3 ) + edgeVert4 ; float subpixNWSWNESE = lumaNWSW + lumaNESE ; float lengthSign = fxaaQualityRcpFrame . x ; bool horzSpan = edgeHorz >= edgeVert ; float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE ; if ( ! horzSpan ) lumaN = lumaW ; if ( ! horzSpan ) lumaS = lumaE ; if ( horzSpan ) lengthSign = fxaaQualityRcpFrame . y ; float subpixB = ( subpixA * ( 1.0 / 12.0 ) ) - rgbyM . w ; float gradientN = lumaN - rgbyM . w ; float gradientS = lumaS - rgbyM . w ; float lumaNN = lumaN + rgbyM . w ; float lumaSS = lumaS + rgbyM . w ; bool pairN = abs ( gradientN ) >= abs ( gradientS ) ; float gradient = max ( abs ( gradientN ) , abs ( gradientS ) ) ; if ( pairN ) lengthSign = - lengthSign ; float subpixC = saturate ( abs ( subpixB ) * subpixRcpRange ) ; float2 posB ; posB . x = posM . x ; posB . y = posM . y ; float2 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 ; float2 posN ; posN . x = posB . x - offNP . x * 1.0 ; posN . y = posB . y - offNP . y * 1.0 ; float2 posP ; posP . x = posB . x + offNP . x * 1.0 ; posP . y = posB . y + offNP . y * 1.0 ; float subpixD = ( ( - 2.0 ) * subpixC ) + 3.0 ; float lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN , 0.0 ) ) ; float subpixE = subpixC * subpixC ; float lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP , 0.0 ) ) ; if ( ! pairN ) lumaNN = lumaSS ; float gradientScaled = gradient * 1.0 / 4.0 ; float lumaMM = rgbyM . w - lumaNN * 0.5 ; float subpixF = subpixD * subpixE ; bool lumaMLTZero = lumaMM < 0.0 ; lumaEndN -= lumaNN * 0.5 ; lumaEndP -= lumaNN * 0.5 ; bool doneN = abs ( lumaEndN ) >= gradientScaled ; bool doneP = abs ( lumaEndP ) >= gradientScaled ; if ( ! doneN ) posN . x -= offNP . x * 1.5 ; if ( ! doneN ) posN . y -= offNP . y * 1.5 ; bool doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 1.5 ; if ( ! doneP ) posP . y += offNP . y * 1.5 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 4.0 ; if ( ! doneN ) posN . y -= offNP . y * 4.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 4.0 ; if ( ! doneP ) posP . y += offNP . y * 4.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 8.0 ; if ( ! doneN ) posN . y -= offNP . y * 8.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 8.0 ; if ( ! doneP ) posP . y += offNP . y * 8.0 ; #line 1181 } } } } } } } } } } float dstN = posM . x - posN . x ; float dstP = posP . x - posM . x ; if ( ! horzSpan ) dstN = posM . y - posN . y ; if ( ! horzSpan ) dstP = posP . y - posM . y ; bool goodSpanN = ( lumaEndN < 0.0 ) != lumaMLTZero ; float spanLength = ( dstP + dstN ) ; bool goodSpanP = ( lumaEndP < 0.0 ) != lumaMLTZero ; float spanLengthRcp = 1.0 / spanLength ; bool directionN = dstN < dstP ; float dst = min ( dstN , dstP ) ; bool goodSpan = directionN ? goodSpanN : goodSpanP ; float subpixG = subpixF * subpixF ; float pixelOffset = ( dst * ( - spanLengthRcp ) ) + 0.5 ; float subpixH = subpixG * fxaaQualitySubpix ; float pixelOffsetGood = goodSpan ? pixelOffset : 0.0 ; float pixelOffsetSubpix = max ( pixelOffsetGood , subpixH ) ; if ( ! horzSpan ) posM . x += pixelOffsetSubpix * lengthSign ; if ( horzSpan ) posM . y += pixelOffsetSubpix * lengthSign ; #line 1235 return float4 ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) . xyz , rgbyM . w ) ; } #line 1335 #line 1431 #line 1719 #line 2047 #line 121 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_fs_v2f { float4 position : SV_POSITION ; float2 uv : TEXCOORD0 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 137 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float2 pos = Opaque_fs_IN . uv ; #line 145 FxaaTex tex = { LinearClampSampler , texColor } ; float2 invViewportSize ; texColor . GetDimensions ( invViewportSize . x , invViewportSize . y ) ; invViewportSize . x = 1.0f / invViewportSize . x ; invViewportSize . y = 1.0f / invViewportSize . y ; float4 rslt = FxaaPixelShader ( pos , 0 , tex , tex , tex , invViewportSize . xy , 0 , 0 , 0 , 0.25f , 0.1f , 0.0833f , 0 , 0 , 0 , 0 ) ; Opaque_fs_OUT . color = rslt ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 187 ўяўяfD:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" #line 4 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] т0€ї)mОЪе)(т0 дДd()B< КG КGMicrosoft (R) HLSL Shader Compiler 10.1^=hlslFlags0x4005hlslTargetps_5_0hlslEntryOpaque_fs_mainhlslDefines /DPHYRE_D3DFX=16O Opaque_fs_INPH Opaque_fs_OUTPHposP\(?d>˜P\(?Ќ>P6>invViewportSizeP”ф PЈє *>rsltPl?@Pl?DPl?HP l?LZMЈO   H6 e 4d gdd -d * ) - @ ' R4 .     j fp hdd " d ( 68 &8 48 &8 G€  4€ 88P 0P * 7 8  % %   $  % %   $  : :  > $ )P4 &4 9 D€„ €„  , ,  C $ €ˆ @ >8 $  4 48   $  2 28  + dPP8 38 W8 't W `  $ $  1 $ -8 'P % P 5PP P  0 0P   $  0 0P  . $ D  0 08   $  0 08   D  ,  i i`  $  i i`  $  ; ;P  $  ; ;P 4 $P P  4 4P  $  4 4P - $ D  4 48  $  4 48  d  ,  m m`  $  m m`  $  ? ?P  $  ? ?P 8 $P P  8 8P  $  8 8P 1 $ D  8 88  $  8 88  d   , q q`   $ q q`   $ C CP   $ C CP  < $P P < <P   $ < <P  5 $ D < <8   $ < <8   d  " , $ u u`  " $ $ u u`  " $ $ G GP  " $ $ G GP  @ $P "P $ @ @P  " $ $ @ @P  9 $ "D $ @ @8  " $ $ @ @8  ! d  & , ( y y`  & $ ( y y`  & $ ( K KP  & $ ( K KP  D $P &P ( D DP  & $ ( D DP  = $ &D ( D D8  & $ ( D D8  % d  * , , } }`  * $ , } }`  * $ , O OP  * $ , O OP  H $P *P , H HP  * $ , H HP  A $ *D , H H8  * $ , H H8  ) d ! . , 0 € €` ! . $ 0 € €` ! . $ 0 S SP ! . $ 0 S SP ! 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‹" іє0n0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т0Т H       Ъ18 џџџџ\\d@float4ѓђё@float2ѓђё& positionё uvѓђё"Opaque_fs_v2f color"Opaque_fs_f2f  ђёЈђё"  smplё  texђё FxaaTexђёF   @@@@@@    @Ё˜›pline 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 53 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_vs_IN { #line 59 float3 position : POSITION ; #line 64 float2 uv : TEXCOORD0 ; } ; struct Opaque_vs_OUT { float4 position : SV_POSITION ; #line 74 float2 uv : TEXCOORD0 ; } ; #line 85 void Opaque_vs_main ( Opaque_vs_IN input , out Opaque_vs_OUT output ) { output . position = float4 ( input . position . x , - input . position . y , input . position . z , 1 ) ; #line 91 output . uv = input . uv ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 107 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" Texture2D < float4 > texColor ; #line 115 #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h" #line 186 #line 204 #line 212 #line 229 #line 254 #line 268 #line 280 #line 292 #line 295 #line 298 #line 311 #line 314 #line 317 #line 326 #line 339 #line 344 #line 347 #line 367 #line 371 #line 401 #line 418 #line 426 #line 435 #line 445 #line 456 #line 468 #line 478 #line 486 #line 495 #line 505 #line 516 #line 528 #line 541 #line 555 #line 570 #line 605 #line 628 #line 661 #line 674 #line 681 struct FxaaTex { SamplerState smpl ; Texture2D tex ; } ; #line 699 #line 705 float FxaaLuma ( float4 rgba ) { return rgba . w ; } #line 709 #line 719 float4 FxaaPixelShader ( #line 725 float2 pos , #line 731 float4 fxaaConsolePosPos , #line 737 FxaaTex tex , #line 743 FxaaTex fxaaConsole360TexExpBiasNegOne , #line 749 FxaaTex fxaaConsole360TexExpBiasNegTwo , #line 755 float2 fxaaQualityRcpFrame , #line 767 float4 fxaaConsoleRcpFrameOpt , #line 776 float4 fxaaConsoleRcpFrameOpt2 , #line 785 float4 fxaaConsole360RcpFrameOpt2 , #line 797 float fxaaQualitySubpix , #line 808 float fxaaQualityEdgeThreshold , #line 823 float fxaaQualityEdgeThresholdMin , #line 837 float fxaaConsoleEdgeSharpness , #line 851 float fxaaConsoleEdgeThreshold , #line 870 float fxaaConsoleEdgeThresholdMin , #line 877 float4 fxaaConsole360ConstDir ) { float2 posM ; posM . x = pos . x ; posM . y = pos . y ; #line 908 float4 rgbyM = tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) ; #line 914 float lumaS = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , 1 ) ) ) ; float lumaE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 0 ) ) ) ; float lumaN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , - 1 ) ) ) ; float lumaW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 0 ) ) ) ; float maxSM = max ( lumaS , rgbyM . w ) ; float minSM = min ( lumaS , rgbyM . w ) ; float maxESM = max ( lumaE , maxSM ) ; float minESM = min ( lumaE , minSM ) ; float maxWN = max ( lumaN , lumaW ) ; float minWN = min ( lumaN , lumaW ) ; float rangeMax = max ( maxWN , maxESM ) ; float rangeMin = min ( minWN , minESM ) ; float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold ; float range = rangeMax - rangeMin ; float rangeMaxClamped = max ( fxaaQualityEdgeThresholdMin , rangeMaxScaled ) ; bool earlyExit = range < rangeMaxClamped ; if ( earlyExit ) #line 937 return rgbyM ; float lumaNW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , - 1 ) ) ) ; float lumaSE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 1 ) ) ) ; float lumaNE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , - 1 ) ) ) ; float lumaSW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 1 ) ) ) ; #line 949 float lumaNS = lumaN + lumaS ; float lumaWE = lumaW + lumaE ; float subpixRcpRange = 1.0 / range ; float subpixNSWE = lumaNS + lumaWE ; float edgeHorz1 = ( - 2.0 * rgbyM . w ) + lumaNS ; float edgeVert1 = ( - 2.0 * rgbyM . w ) + lumaWE ; float lumaNESE = lumaNE + lumaSE ; float lumaNWNE = lumaNW + lumaNE ; float edgeHorz2 = ( - 2.0 * lumaE ) + lumaNESE ; float edgeVert2 = ( - 2.0 * lumaN ) + lumaNWNE ; float lumaNWSW = lumaNW + lumaSW ; float lumaSWSE = lumaSW + lumaSE ; float edgeHorz4 = ( abs ( edgeHorz1 ) * 2.0 ) + abs ( edgeHorz2 ) ; float edgeVert4 = ( abs ( edgeVert1 ) * 2.0 ) + abs ( edgeVert2 ) ; float edgeHorz3 = ( - 2.0 * lumaW ) + lumaNWSW ; float edgeVert3 = ( - 2.0 * lumaS ) + lumaSWSE ; float edgeHorz = abs ( edgeHorz3 ) + edgeHorz4 ; float edgeVert = abs ( edgeVert3 ) + edgeVert4 ; float subpixNWSWNESE = lumaNWSW + lumaNESE ; float lengthSign = fxaaQualityRcpFrame . x ; bool horzSpan = edgeHorz >= edgeVert ; float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE ; if ( ! horzSpan ) lumaN = lumaW ; if ( ! horzSpan ) lumaS = lumaE ; if ( horzSpan ) lengthSign = fxaaQualityRcpFrame . y ; float subpixB = ( subpixA * ( 1.0 / 12.0 ) ) - rgbyM . w ; float gradientN = lumaN - rgbyM . w ; float gradientS = lumaS - rgbyM . w ; float lumaNN = lumaN + rgbyM . w ; float lumaSS = lumaS + rgbyM . w ; bool pairN = abs ( gradientN ) >= abs ( gradientS ) ; float gradient = max ( abs ( gradientN ) , abs ( gradientS ) ) ; if ( pairN ) lengthSign = - lengthSign ; float subpixC = saturate ( abs ( subpixB ) * subpixRcpRange ) ; float2 posB ; posB . x = posM . x ; posB . y = posM . y ; float2 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 ; float2 posN ; posN . x = posB . x - offNP . x * 1.0 ; posN . y = posB . y - offNP . y * 1.0 ; float2 posP ; posP . x = posB . x + offNP . x * 1.0 ; posP . y = posB . y + offNP . y * 1.0 ; float subpixD = ( ( - 2.0 ) * subpixC ) + 3.0 ; float lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN , 0.0 ) ) ; float subpixE = subpixC * subpixC ; float lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP , 0.0 ) ) ; if ( ! pairN ) lumaNN = lumaSS ; float gradientScaled = gradient * 1.0 / 4.0 ; float lumaMM = rgbyM . w - lumaNN * 0.5 ; float subpixF = subpixD * subpixE ; bool lumaMLTZero = lumaMM < 0.0 ; lumaEndN -= lumaNN * 0.5 ; lumaEndP -= lumaNN * 0.5 ; bool doneN = abs ( lumaEndN ) >= gradientScaled ; bool doneP = abs ( lumaEndP ) >= gradientScaled ; if ( ! doneN ) posN . x -= offNP . x * 1.5 ; if ( ! doneN ) posN . y -= offNP . y * 1.5 ; bool doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 1.5 ; if ( ! doneP ) posP . y += offNP . y * 1.5 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 4.0 ; if ( ! doneN ) posN . y -= offNP . y * 4.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 4.0 ; if ( ! doneP ) posP . y += offNP . y * 4.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 8.0 ; if ( ! doneN ) posN . y -= offNP . y * 8.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 8.0 ; if ( ! doneP ) posP . y += offNP . y * 8.0 ; #line 1181 } } } } } } } } } } float dstN = posM . x - posN . x ; float dstP = posP . x - posM . x ; if ( ! horzSpan ) dstN = posM . y - posN . y ; if ( ! horzSpan ) dstP = posP . y - posM . y ; bool goodSpanN = ( lumaEndN < 0.0 ) != lumaMLTZero ; float spanLength = ( dstP + dstN ) ; bool goodSpanP = ( lumaEndP < 0.0 ) != lumaMLTZero ; float spanLengthRcp = 1.0 / spanLength ; bool directionN = dstN < dstP ; float dst = min ( dstN , dstP ) ; bool goodSpan = directionN ? goodSpanN : goodSpanP ; float subpixG = subpixF * subpixF ; float pixelOffset = ( dst * ( - spanLengthRcp ) ) + 0.5 ; float subpixH = subpixG * fxaaQualitySubpix ; float pixelOffsetGood = goodSpan ? pixelOffset : 0.0 ; float pixelOffsetSubpix = max ( pixelOffsetGood , subpixH ) ; if ( ! horzSpan ) posM . x += pixelOffsetSubpix * lengthSign ; if ( horzSpan ) posM . y += pixelOffsetSubpix * lengthSign ; #line 1235 return float4 ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) . xyz , rgbyM . w ) ; } #line 1335 #line 1431 #line 1719 #line 2047 #line 121 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_fs_v2f { float4 position : SV_POSITION ; float2 uv : TEXCOORD0 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 137 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float2 pos = Opaque_fs_IN . uv ; #line 145 FxaaTex tex = { LinearClampSampler , texColor } ; float2 invViewportSize ; texColor . GetDimensions ( invViewportSize . x , invViewportSize . y ) ; invViewportSize . x = 1.0f / invViewportSize . x ; invViewportSize . y = 1.0f / invViewportSize . y ; float4 rslt = FxaaPixelShader ( pos , 0 , tex , tex , tex , invViewportSize . xy , 0 , 0 , 0 , 0.25f , 0.1f , 0.0833f , 0 , 0 , 0 , 0 ) ; Opaque_fs_OUT . color = rslt ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 187 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h (eкeVeP) e Ъ184 џџџџFxaaPixelShaderFxaaLumaѓђёD3DSHDR„? `FxaaPixelShaderFxaaLumaѓђёџџџџ /ё!I@€ %ЈOpaque_fs_main&Qџџџџџџ џџLinearClampSamplerQџџџџџџџџtexColor=џџџџ /ёTGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.hўяўяџџџџџџџџџџ џџџџџџџџџџOЄJOpaque_fs_mainnoneџџџџw 1 Ž?\T ,T„? ` OЄJOpaque_fs_mainnone-К.ёd„? `џџџџ„?џџџџџџџџ'yУ§D:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/”.1eŒ^ЋXІІ6І^IЉ!\-–ч,ЂT/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" мQ3 А8clRf€Дdа™d(8,hЧ‹ŠЦХП;Ž‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНО<  !"#$%&'()*+,-./0123456789:=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŒРСТФУШЩ8 рє№рє№ џџџџ4Аџџџџ4рџџџџ4€џџџџ4hџџџџ4Pџџџџ48џџџџ4˜џџџџ4Шџџџџ4 4Аџџџџ4рџџџџ4€џџџџ4hџџџџ4Pџџџџ48џџџџ4˜џџџџ4Ш 4G4рџџџџG4ШџџџџG4АџџџџG4˜џџџџG4€џџџџG4hџџџџG4PџџџџG48џџџџB4 џџџџAnisoClampSamplerLinearClampSamplerLinearWrapAnisoSamplerLinearWrapSamplerLinearWrapTSamplerPointClampSamplerPointWrapAnisoSamplerPointWrapSamplertexColorнСџџЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅ ЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅЅ05sv05spOpaque_fs_mainOpaque_vs_main8jЪ }RPOSITIONTEXCOORD” џџџџ05svDXBCGтёѕRSn55мЉ7žlFЯ”8ЄјP№ŒRDEFd<ўџA<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNL8APOSITIONTEXCOORDЋЋOSGNP8D SV_POSITIONTEXCOORDЋЋЋSHEX˜P&jˆ_r_2gђ e2 6" €A+‚ @6R 62 F>STAT”SPDBўMicrosoft C/C++ MSF 7.00 DS}Рџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ8Рџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ <џџџџ”.1eŒ^к4+ДU;CЎжХсезхмQ3= ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #LшuƒоЁ\HЦZ9ХsЮP…к+#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" #line 4 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 53 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_vs_IN { #line 59 float3 position : POSITION ; #line 64 float2 uv : TEXCOORD0 ; } ; struct Opaque_vs_OUT { float4 position : SV_POSITION ; #line 74 float2 uv : TEXCOORD0 ; } ; #line 85 void Opaque_vs_main ( Opaque_vs_IN input , out Opaque_vs_OUT output ) { output . position = float4 ( input . position . x , - input . position . y , input . position . z , 1 ) ; #line 91 output . uv = input . uv ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 107 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" Texture2D < float4 > texColor ; #line 115 #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h" #line 186 #line 204 #line 212 #line 229 #line 254 #line 268 #line 280 #line 292 #line 295 #line 298 #line 311 #line 314 #line 317 #line 326 #line 339 #line 344 #line 347 #line 367 #line 371 #line 401 #line 418 #line 426 #line 435 #line 445 #line 456 #line 468 #line 478 #line 486 #line 495 #line 505 #line 516 #line 528 #line 541 #line 555 #line 570 #line 605 #line 628 #line 661 #line 674 #line 681 struct FxaaTex { SamplerState smpl ; Texture2D tex ; } ; #line 699 #line 705 float FxaaLuma ( float4 rgba ) { return rgba . w ; } #line 709 #line 719 float4 FxaaPixelShader ( #line 725 float2 pos , #line 731 float4 fxaaConsolePosPos , #line 737 FxaaTex tex , #line 743 FxaaTex fxaaConsole360TexExpBiasNegOne , #line 749 FxaaTex fxaaConsole360TexExpBiasNegTwo , #line 755 float2 fxaaQualityRcpFrame , #line 767 float4 fxaaConsoleRcpFrameOpt , #line 776 float4 fxaaConsoleRcpFrameOpt2 , #line 785 float4 fxaaConsole360RcpFrameOpt2 , #line 797 float fxaaQualitySubpix , #line 808 float fxaaQualityEdgeThreshold , #line 823 float fxaaQualityEdgeThresholdMin , #line 837 float fxaaConsoleEdgeSharpness , #line 851 float fxaaConsoleEdgeThreshold , #line 870 float fxaaConsoleEdgeThresholdMin , #line 877 float4 fxaaConsole360ConstDir ) { float2 posM ; posM . x = pos . x ; posM . y = pos . y ; #line 908 float4 rgbyM = tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) ; #line 914 float lumaS = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , 1 ) ) ) ; float lumaE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 0 ) ) ) ; float lumaN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , - 1 ) ) ) ; float lumaW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 0 ) ) ) ; float maxSM = max ( lumaS , rgbyM . w ) ; float minSM = min ( lumaS , rgbyM . w ) ; float maxESM = max ( lumaE , maxSM ) ; float minESM = min ( lumaE , minSM ) ; float maxWN = max ( lumaN , lumaW ) ; float minWN = min ( lumaN , lumaW ) ; float rangeMax = max ( maxWN , maxESM ) ; float rangeMin = min ( minWN , minESM ) ; float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold ; float range = rangeMax - rangeMin ; float rangeMaxClamped = max ( fxaaQualityEdgeThresholdMin , rangeMaxScaled ) ; bool earlyExit = range < rangeMaxClamped ; if ( earlyExit ) #line 937 return rgbyM ; float lumaNW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , - 1 ) ) ) ; float lumaSE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 1 ) ) ) ; float lumaNE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , - 1 ) ) ) ; float lumaSW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 1 ) ) ) ; #line 949 float lumaNS = lumaN + lumaS ; float lumaWE = lumaW + lumaE ; float subpixRcpRange = 1.0 / range ; float subpixNSWE = lumaNS + lumaWE ; float edgeHorz1 = ( - 2.0 * rgbyM . w ) + lumaNS ; float edgeVert1 = ( - 2.0 * rgbyM . w ) + lumaWE ; float lumaNESE = lumaNE + lumaSE ; float lumaNWNE = lumaNW + lumaNE ; float edgeHorz2 = ( - 2.0 * lumaE ) + lumaNESE ; float edgeVert2 = ( - 2.0 * lumaN ) + lumaNWNE ; float lumaNWSW = lumaNW + lumaSW ; float lumaSWSE = lumaSW + lumaSE ; float edgeHorz4 = ( abs ( edgeHorz1 ) * 2.0 ) + abs ( edgeHorz2 ) ; float edgeVert4 = ( abs ( edgeVert1 ) * 2.0 ) + abs ( edgeVert2 ) ; float edgeHorz3 = ( - 2.0 * lumaW ) + lumaNWSW ; float edgeVert3 = ( - 2.0 * lumaS ) + lumaSWSE ; float edgeHorz = abs ( edgeHorz3 ) + edgeHorz4 ; float edgeVert = abs ( edgeVert3 ) + edgeVert4 ; float subpixNWSWNESE = lumaNWSW + lumaNESE ; float lengthSign = fxaaQualityRcpFrame . x ; bool horzSpan = edgeHorz >= edgeVert ; float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE ; if ( ! horzSpan ) lumaN = lumaW ; if ( ! horzSpan ) lumaS = lumaE ; if ( horzSpan ) lengthSign = fxaaQualityRcpFrame . y ; float subpixB = ( subpixA * ( 1.0 / 12.0 ) ) - rgbyM . w ; float gradientN = lumaN - rgbyM . w ; float gradientS = lumaS - rgbyM . w ; float lumaNN = lumaN + rgbyM . w ; float lumaSS = lumaS + rgbyM . w ; bool pairN = abs ( gradientN ) >= abs ( gradientS ) ; float gradient = max ( abs ( gradientN ) , abs ( gradientS ) ) ; if ( pairN ) lengthSign = - lengthSign ; float subpixC = saturate ( abs ( subpixB ) * subpixRcpRange ) ; float2 posB ; posB . x = posM . x ; posB . y = posM . y ; float2 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 ; float2 posN ; posN . x = posB . x - offNP . x * 1.0 ; posN . y = posB . y - offNP . y * 1.0 ; float2 posP ; posP . x = posB . x + offNP . x * 1.0 ; posP . y = posB . y + offNP . y * 1.0 ; float subpixD = ( ( - 2.0 ) * subpixC ) + 3.0 ; float lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN , 0.0 ) ) ; float subpixE = subpixC * subpixC ; float lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP , 0.0 ) ) ; if ( ! pairN ) lumaNN = lumaSS ; float gradientScaled = gradient * 1.0 / 4.0 ; float lumaMM = rgbyM . w - lumaNN * 0.5 ; float subpixF = subpixD * subpixE ; bool lumaMLTZero = lumaMM < 0.0 ; lumaEndN -= lumaNN * 0.5 ; lumaEndP -= lumaNN * 0.5 ; bool doneN = abs ( lumaEndN ) >= gradientScaled ; bool doneP = abs ( lumaEndP ) >= gradientScaled ; if ( ! doneN ) posN . x -= offNP . x * 1.5 ; if ( ! doneN ) posN . y -= offNP . y * 1.5 ; bool doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 1.5 ; if ( ! doneP ) posP . y += offNP . y * 1.5 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 4.0 ; if ( ! doneN ) posN . y -= offNP . y * 4.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 4.0 ; if ( ! doneP ) posP . y += offNP . y * 4.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 8.0 ; if ( ! doneN ) posN . y -= offNP . y * 8.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 8.0 ; if ( ! doneP ) posP . y += offNP . y * 8.0 ; #line 1181 } } } } } } } } } } float dstN = posM . x - posN . x ; float dstP = posP . x - posM . x ; if ( ! horzSpan ) dstN = posM . y - posN . y ; if ( ! horzSpan ) dstP = posP . y - posM . y ; bool goodSpanN = ( lumaEndN < 0.0 ) != lumaMLTZero ; float spanLength = ( dstP + dstN ) ; bool goodSpanP = ( lumaEndP < 0.0 ) != lumaMLTZero ; float spanLengthRcp = 1.0 / spanLength ; bool directionN = dstN < dstP ; float dst = min ( dstN , dstP ) ; bool goodSpan = directionN ? goodSpanN : goodSpanP ; float subpixG = subpixF * subpixF ; float pixelOffset = ( dst * ( - spanLengthRcp ) ) + 0.5 ; float subpixH = subpixG * fxaaQualitySubpix ; float pixelOffsetGood = goodSpan ? pixelOffset : 0.0 ; float pixelOffsetSubpix = max ( pixelOffsetGood , subpixH ) ; if ( ! horzSpan ) posM . x += pixelOffsetSubpix * lengthSign ; if ( horzSpan ) posM . y += pixelOffsetSubpix * lengthSign ; #line 1235 return float4 ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) . xyz , rgbyM . w ) ; } #line 1335 #line 1431 #line 1719 #line 2047 #line 121 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_fs_v2f { float4 position : SV_POSITION ; float2 uv : TEXCOORD0 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 137 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float2 pos = Opaque_fs_IN . uv ; #line 145 FxaaTex tex = { LinearClampSampler , texColor } ; float2 invViewportSize ; texColor . GetDimensions ( invViewportSize . x , invViewportSize . y ) ; invViewportSize . x = 1.0f / invViewportSize . x ; invViewportSize . y = 1.0f / invViewportSize . y ; float4 rslt = FxaaPixelShader ( pos , 0 , tex , tex , tex , invViewportSize . xy , 0 , 0 , 0 , 0.25f , 0.1f , 0.0833f , 0 , 0 , 0 , 0 ) ; Opaque_fs_OUT . color = rslt ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 187 ўяўяfD:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" #line 4 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] т0€yГZОЪе)(т0 дДd()B< КG КGMicrosoft (R) HLSL Shader Compiler 10.1^=hlslFlags0x4005hlslTargetvs_5_0hlslEntryOpaque_vs_mainhlslDefines /DPHYRE_D3DFX=16HXX @ Opaque_vs_main.> inputP@XP@XP@XP @XP@X.> outputP@XP@XP@XP@XP@XP @X є8eS{#=8‹Ж€lƒфQрeVe eкeђ˜ „@X€@XXX€XXlX€lX€\€€\”]€”]m9Nmkmkі Ъ18   џџџџ((0@ float3ѓђё@float2ѓђё& positionё  uvѓђё"Opaque_vs_INё@float4ѓђё& positionё uvѓђё"Opaque_vs_OUT  Ъ18 џџџџline 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 53 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_vs_IN { #line 59 float3 position : POSITION ; #line 64 float2 uv : TEXCOORD0 ; } ; struct Opaque_vs_OUT { float4 position : SV_POSITION ; #line 74 float2 uv : TEXCOORD0 ; } ; #line 85 void Opaque_vs_main ( Opaque_vs_IN input , out Opaque_vs_OUT output ) { output . position = float4 ( input . position . x , - input . position . y , input . position . z , 1 ) ; #line 91 output . uv = input . uv ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 107 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" Texture2D < float4 > texColor ; #line 115 #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h" #line 186 #line 204 #line 212 #line 229 #line 254 #line 268 #line 280 #line 292 #line 295 #line 298 #line 311 #line 314 #line 317 #line 326 #line 339 #line 344 #line 347 #line 367 #line 371 #line 401 #line 418 #line 426 #line 435 #line 445 #line 456 #line 468 #line 478 #line 486 #line 495 #line 505 #line 516 #line 528 #line 541 #line 555 #line 570 #line 605 #line 628 #line 661 #line 674 #line 681 struct FxaaTex { SamplerState smpl ; Texture2D tex ; } ; #line 699 #line 705 float FxaaLuma ( float4 rgba ) { return rgba . w ; } #line 709 #line 719 float4 FxaaPixelShader ( #line 725 float2 pos , #line 731 float4 fxaaConsolePosPos , #line 737 FxaaTex tex , #line 743 FxaaTex fxaaConsole360TexExpBiasNegOne , #line 749 FxaaTex fxaaConsole360TexExpBiasNegTwo , #line 755 float2 fxaaQualityRcpFrame , #line 767 float4 fxaaConsoleRcpFrameOpt , #line 776 float4 fxaaConsoleRcpFrameOpt2 , #line 785 float4 fxaaConsole360RcpFrameOpt2 , #line 797 float fxaaQualitySubpix , #line 808 float fxaaQualityEdgeThreshold , #line 823 float fxaaQualityEdgeThresholdMin , #line 837 float fxaaConsoleEdgeSharpness , #line 851 float fxaaConsoleEdgeThreshold , #line 870 float fxaaConsoleEdgeThresholdMin , #line 877 float4 fxaaConsole360ConstDir ) { float2 posM ; posM . x = pos . x ; posM . y = pos . y ; #line 908 float4 rgbyM = tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) ; #line 914 float lumaS = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , 1 ) ) ) ; float lumaE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 0 ) ) ) ; float lumaN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 0 , - 1 ) ) ) ; float lumaW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 0 ) ) ) ; float maxSM = max ( lumaS , rgbyM . w ) ; float minSM = min ( lumaS , rgbyM . w ) ; float maxESM = max ( lumaE , maxSM ) ; float minESM = min ( lumaE , minSM ) ; float maxWN = max ( lumaN , lumaW ) ; float minWN = min ( lumaN , lumaW ) ; float rangeMax = max ( maxWN , maxESM ) ; float rangeMin = min ( minWN , minESM ) ; float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold ; float range = rangeMax - rangeMin ; float rangeMaxClamped = max ( fxaaQualityEdgeThresholdMin , rangeMaxScaled ) ; bool earlyExit = range < rangeMaxClamped ; if ( earlyExit ) #line 937 return rgbyM ; float lumaNW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , - 1 ) ) ) ; float lumaSE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , 1 ) ) ) ; float lumaNE = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( 1 , - 1 ) ) ) ; float lumaSW = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 , int2 ( - 1 , 1 ) ) ) ; #line 949 float lumaNS = lumaN + lumaS ; float lumaWE = lumaW + lumaE ; float subpixRcpRange = 1.0 / range ; float subpixNSWE = lumaNS + lumaWE ; float edgeHorz1 = ( - 2.0 * rgbyM . w ) + lumaNS ; float edgeVert1 = ( - 2.0 * rgbyM . w ) + lumaWE ; float lumaNESE = lumaNE + lumaSE ; float lumaNWNE = lumaNW + lumaNE ; float edgeHorz2 = ( - 2.0 * lumaE ) + lumaNESE ; float edgeVert2 = ( - 2.0 * lumaN ) + lumaNWNE ; float lumaNWSW = lumaNW + lumaSW ; float lumaSWSE = lumaSW + lumaSE ; float edgeHorz4 = ( abs ( edgeHorz1 ) * 2.0 ) + abs ( edgeHorz2 ) ; float edgeVert4 = ( abs ( edgeVert1 ) * 2.0 ) + abs ( edgeVert2 ) ; float edgeHorz3 = ( - 2.0 * lumaW ) + lumaNWSW ; float edgeVert3 = ( - 2.0 * lumaS ) + lumaSWSE ; float edgeHorz = abs ( edgeHorz3 ) + edgeHorz4 ; float edgeVert = abs ( edgeVert3 ) + edgeVert4 ; float subpixNWSWNESE = lumaNWSW + lumaNESE ; float lengthSign = fxaaQualityRcpFrame . x ; bool horzSpan = edgeHorz >= edgeVert ; float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE ; if ( ! horzSpan ) lumaN = lumaW ; if ( ! horzSpan ) lumaS = lumaE ; if ( horzSpan ) lengthSign = fxaaQualityRcpFrame . y ; float subpixB = ( subpixA * ( 1.0 / 12.0 ) ) - rgbyM . w ; float gradientN = lumaN - rgbyM . w ; float gradientS = lumaS - rgbyM . w ; float lumaNN = lumaN + rgbyM . w ; float lumaSS = lumaS + rgbyM . w ; bool pairN = abs ( gradientN ) >= abs ( gradientS ) ; float gradient = max ( abs ( gradientN ) , abs ( gradientS ) ) ; if ( pairN ) lengthSign = - lengthSign ; float subpixC = saturate ( abs ( subpixB ) * subpixRcpRange ) ; float2 posB ; posB . x = posM . x ; posB . y = posM . y ; float2 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 ; float2 posN ; posN . x = posB . x - offNP . x * 1.0 ; posN . y = posB . y - offNP . y * 1.0 ; float2 posP ; posP . x = posB . x + offNP . x * 1.0 ; posP . y = posB . y + offNP . y * 1.0 ; float subpixD = ( ( - 2.0 ) * subpixC ) + 3.0 ; float lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN , 0.0 ) ) ; float subpixE = subpixC * subpixC ; float lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP , 0.0 ) ) ; if ( ! pairN ) lumaNN = lumaSS ; float gradientScaled = gradient * 1.0 / 4.0 ; float lumaMM = rgbyM . w - lumaNN * 0.5 ; float subpixF = subpixD * subpixE ; bool lumaMLTZero = lumaMM < 0.0 ; lumaEndN -= lumaNN * 0.5 ; lumaEndP -= lumaNN * 0.5 ; bool doneN = abs ( lumaEndN ) >= gradientScaled ; bool doneP = abs ( lumaEndP ) >= gradientScaled ; if ( ! doneN ) posN . x -= offNP . x * 1.5 ; if ( ! doneN ) posN . y -= offNP . y * 1.5 ; bool doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 1.5 ; if ( ! doneP ) posP . y += offNP . y * 1.5 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 2.0 ; if ( ! doneN ) posN . y -= offNP . y * 2.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 2.0 ; if ( ! doneP ) posP . y += offNP . y * 2.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 4.0 ; if ( ! doneN ) posN . y -= offNP . y * 4.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 4.0 ; if ( ! doneP ) posP . y += offNP . y * 4.0 ; if ( doneNP ) { if ( ! doneN ) lumaEndN = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posN . xy , 0.0 ) ) ; if ( ! doneP ) lumaEndP = FxaaLuma ( tex . tex . SampleLevel ( tex . smpl , posP . xy , 0.0 ) ) ; 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 * 8.0 ; if ( ! doneN ) posN . y -= offNP . y * 8.0 ; doneNP = ( ! doneN ) || ( ! doneP ) ; if ( ! doneP ) posP . x += offNP . x * 8.0 ; if ( ! doneP ) posP . y += offNP . y * 8.0 ; #line 1181 } } } } } } } } } } float dstN = posM . x - posN . x ; float dstP = posP . x - posM . x ; if ( ! horzSpan ) dstN = posM . y - posN . y ; if ( ! horzSpan ) dstP = posP . y - posM . y ; bool goodSpanN = ( lumaEndN < 0.0 ) != lumaMLTZero ; float spanLength = ( dstP + dstN ) ; bool goodSpanP = ( lumaEndP < 0.0 ) != lumaMLTZero ; float spanLengthRcp = 1.0 / spanLength ; bool directionN = dstN < dstP ; float dst = min ( dstN , dstP ) ; bool goodSpan = directionN ? goodSpanN : goodSpanP ; float subpixG = subpixF * subpixF ; float pixelOffset = ( dst * ( - spanLengthRcp ) ) + 0.5 ; float subpixH = subpixG * fxaaQualitySubpix ; float pixelOffsetGood = goodSpan ? pixelOffset : 0.0 ; float pixelOffsetSubpix = max ( pixelOffsetGood , subpixH ) ; if ( ! horzSpan ) posM . x += pixelOffsetSubpix * lengthSign ; if ( horzSpan ) posM . y += pixelOffsetSubpix * lengthSign ; #line 1235 return float4 ( tex . tex . SampleLevel ( tex . smpl , posM , 0.0 ) . xyz , rgbyM . w ) ; } #line 1335 #line 1431 #line 1719 #line 2047 #line 121 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fx" struct Opaque_fs_v2f { float4 position : SV_POSITION ; float2 uv : TEXCOORD0 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 137 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float2 pos = Opaque_fs_IN . uv ; #line 145 FxaaTex tex = { LinearClampSampler , texColor } ; float2 invViewportSize ; texColor . GetDimensions ( invViewportSize . x , invViewportSize . y ) ; invViewportSize . x = 1.0f / invViewportSize . x ; invViewportSize . y = 1.0f / invViewportSize . y ; float4 rslt = FxaaPixelShader ( pos , 0 , tex , tex , tex , invViewportSize . xy , 0 , 0 , 0 , 0.25f , 0.1f , 0.0833f , 0 , 0 , 0 , 0 ) ; Opaque_fs_OUT . color = rslt ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 187 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.h (eкeVeP) eD3DSHDR˜ `џџџџ /ё%ЈOpaque_vs_main /ёџџџџ /ёTGC/Journey/head/Journey/Data/Shaders/Fxaa3_11.hўяўяџџџџџџџџџџ џџџџџџџџџџLфOpaque_vs_mainnoneџџџџw 1 Ž?\T ,T˜ ` LфOpaque_vs_mainnone-К.ё˜ `џџџџ˜џџџџџџџџ'yУ§D:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Resample_vs__Fxaa_fs__0.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/”.1eŒ^к4+ДU;CЎжХсезхT/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" мQ3 АDc8Rf€Дd80( , z?yx@;ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqr<  !"#$%&'()*+,-./0123456789:=>stuwv{|POSITIONTEXCOORDPEffectVariantPMaterialOpaqueVertexST   ' 5р5Ш5А5˜5€5h5P586 1XhX1PБXZPAP‘ XŽXXœP1 XXБXсX‘XСXёXЁXбHИP!PAP! 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