terrainTest/shaders/hlsl/postprocess/finalpass_fxaa.psh
RealBadAngel b35cdb7061 Upload
2013-11-03 17:01:44 +01:00

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uniform sampler2D SceneBuffer : register(s0);
uniform float BufferWidth;
uniform float BufferHeight;
#define FXAA_PC 1
#define FXAA_HLSL_3 1
#define FXAA_QUALITY__PRESET 23
#define FXAA_GREEN_AS_LUMA 1
#include "media/shaders/fxaa3_11.h"
float4 main(float2 texCoord : TEXCOORD0) : COLOR
{
FxaaFloat2 fxaaQualityRcpFrame = FxaaFloat2(1.0/BufferWidth, 1.0/BufferHeight);
FxaaFloat4 fxaaConsoleRcpFrameOpt = FxaaFloat4(-0.5/BufferWidth, -0.5/BufferHeight, 0.5/BufferWidth, 0.5/BufferHeight);
FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FxaaFloat4(-2.0/BufferWidth, -2.0/BufferHeight, 2.0/BufferWidth, 2.0/BufferHeight);
FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FxaaFloat4(8.0/BufferWidth, 8.0/BufferHeight, -4.0/BufferWidth, -4.0/BufferHeight);
FxaaFloat fxaaQualitySubpix = 0.75;
FxaaFloat fxaaQualityEdgeThreshold = 0.166;
FxaaFloat fxaaQualityEdgeThresholdMin = 0.0625;
FxaaFloat fxaaConsoleEdgeSharpness = 8.0;
FxaaFloat fxaaConsoleEdgeThreshold = 0.125;
FxaaFloat fxaaConsoleEdgeThresholdMin = 0.05;
FxaaFloat4 fxaaConsole360ConstDir = FxaaFloat4(1.0, -1.0, 0.25, -0.25);
FxaaFloat4 texCoord2 = FxaaFloat4(texCoord.x, texCoord.y, texCoord.x, texCoord.y)+fxaaConsoleRcpFrameOpt;
return FxaaPixelShader(
texCoord,
texCoord2,
SceneBuffer,
SceneBuffer,
SceneBuffer,
fxaaQualityRcpFrame,
fxaaConsoleRcpFrameOpt,
fxaaConsoleRcpFrameOpt2,
fxaaConsole360RcpFrameOpt2,
fxaaQualitySubpix,
fxaaQualityEdgeThreshold,
fxaaQualityEdgeThresholdMin,
fxaaConsoleEdgeSharpness,
fxaaConsoleEdgeThreshold,
fxaaConsoleEdgeThresholdMin,
fxaaConsole360ConstDir);
}