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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "global.inc"
- #define FXAA_GREEN_AS_LUMA 1
- #define FXAA_EARLY_EXIT 0
- #include "Fxaa3_11.h"
- uniform sampler2D samp0 : register(s0);
- uniform sampler2D samp1 : register(s1); // exponent bias -1
- uniform sampler2D samp2 : register(s2); // exponent bias -2
- uniform float4 rpUser0 : register( c128 );
- uniform float4 rpUser1 : register( c129 );
- uniform float4 rpUser2 : register( c130 );
- uniform float4 rpUser3 : register( c131 );
- uniform float4 rpUser4 : register( c132 );
- uniform float4 rpUser5 : register( c133 );
- uniform float4 rpUser6 : register( c134 );
- struct PS_IN {
- float4 position : VPOS;
- float2 texcoord0 : TEXCOORD0_centroid;
- };
- struct PS_OUT {
- float4 color : COLOR;
- };
- void main( PS_IN fragment, out PS_OUT result ) {
- const float4 FXAAQualityRCPFrame = rpUser0;
- const float4 FXAAConsoleRcpFrameOpt = rpUser1;
- const float4 FXAAConsoleRcpFrameOpt2 = rpUser2;
- const float4 FXAAConsole360RcpFrameOpt2 = rpUser3;
- const float4 FXAAQualityParms = rpUser4;
- const float4 FXAAConsoleEdgeParms = rpUser5;
- const float4 FXAAConsole360ConstDir = rpUser6;
- // Inputs - see more info in fxaa3_11.hfile
- FxaaFloat2 fxaaPos = fragment.texcoord0;
- FxaaFloat4 fxaaConsolePos;
- float2 halfPixelOffset = float2( 0.5, 0.5 ) * FXAAQualityRCPFrame.xy;
- fxaaConsolePos.xy = fxaaPos.xy - ( halfPixelOffset );
- fxaaConsolePos.zw = fxaaPos.xy + ( halfPixelOffset );
- FxaaFloat2 fxaaQualityRcpFrame = FXAAQualityRCPFrame.xy;
- FxaaFloat4 fxaaConsoleRcpFrameOpt = FXAAConsoleRcpFrameOpt;
- FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FXAAConsoleRcpFrameOpt2;
- FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FXAAConsole360RcpFrameOpt2;
- // Quality parms
- FxaaFloat fxaaQualitySubpix = FXAAQualityParms.x;
- FxaaFloat fxaaQualityEdgeThreshold = FXAAQualityParms.y;
- FxaaFloat fxaaQualityEdgeThresholdMin = FXAAQualityParms.z;
- // Console specific Parms
- FxaaFloat fxaaConsoleEdgeSharpness = FXAAConsoleEdgeParms.x;
- FxaaFloat fxaaConsoleEdgeThreshold = FXAAConsoleEdgeParms.y;
- FxaaFloat fxaaConsoleEdgeThresholdMin = FXAAConsoleEdgeParms.z;
- // 360 specific parms these have to come from a constant register so that the compiler
- // does not unoptimize the shader
- FxaaFloat4 fxaaConsole360ConstDir = FXAAConsole360ConstDir;
- float4 colorSample = FxaaPixelShader( fxaaPos,
- fxaaConsolePos,
- samp0,
- samp1,
- samp2,
- fxaaQualityRcpFrame,
- fxaaConsoleRcpFrameOpt,
- fxaaConsoleRcpFrameOpt2,
- fxaaConsole360RcpFrameOpt2,
- fxaaQualitySubpix,
- fxaaQualityEdgeThreshold,
- fxaaQualityEdgeThresholdMin,
- fxaaConsoleEdgeSharpness,
- fxaaConsoleEdgeThreshold,
- fxaaConsoleEdgeThresholdMin,
- fxaaConsole360ConstDir );
-
- result.color = colorSample;
- }
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