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		ad27f8bac3
		
			
		
	
	
	
	
		
			
			- Add fxaa.fx, aa-shader-40.fx, bilateral.fx; - Update geom.fx, crt-geom.fx, bicubic.fx, lanczos3.fx, super-xbr.fx.
		
			
				
	
	
		
			272 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			272 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| #include "ReShade.fxh"
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| 
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| 
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| /**
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|  * @license
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|  * Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
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|  *
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|  * TO  THE MAXIMUM  EXTENT PERMITTED  BY APPLICABLE  LAW, THIS SOFTWARE  IS PROVIDED
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|  * *AS IS*  AND NVIDIA AND  ITS SUPPLIERS DISCLAIM  ALL WARRANTIES,  EITHER  EXPRESS
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|  * OR IMPLIED, INCLUDING, BUT NOT LIMITED  TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
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|  * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL  NVIDIA 
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|  * OR ITS SUPPLIERS BE  LIABLE  FOR  ANY  DIRECT, SPECIAL,  INCIDENTAL,  INDIRECT,  OR  
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|  * CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION,  DAMAGES FOR LOSS 
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|  * OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 
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|  * OTHER PECUNIARY LOSS) ARISING OUT OF THE  USE OF OR INABILITY  TO USE THIS SOFTWARE, 
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|  * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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|  */
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| 
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| /*
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| FXAA_PRESET - Choose compile-in knob preset 0-5.
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| ------------------------------------------------------------------------------
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| FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required 
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|                       to apply algorithm.
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|                       1.0/3.0  - too little
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|                       1.0/4.0  - good start
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|                       1.0/8.0  - applies to more edges
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|                       1.0/16.0 - overkill
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| ------------------------------------------------------------------------------
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| FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
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|                           Perf optimization.
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|                           1.0/32.0 - visible limit (smaller isn't visible)
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|                           1.0/16.0 - good compromise
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|                           1.0/12.0 - upper limit (seeing artifacts)
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| ------------------------------------------------------------------------------
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| FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
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| ------------------------------------------------------------------------------
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| FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
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|                         1.0/4.0 - seems to be the best quality wise
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| ------------------------------------------------------------------------------
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| FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
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|                    1.0/2.0 - low removal
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|                    1.0/3.0 - medium removal
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|                    1.0/4.0 - default removal
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|                    1.0/8.0 - high removal
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|                    0.0 - complete removal
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| ------------------------------------------------------------------------------
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| FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
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|                   This is important for the transition of sub-pixel detail,
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|                   like fences and wires.
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|                   3.0/4.0 - default (medium amount of filtering)
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|                   7.0/8.0 - high amount of filtering
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|                   1.0 - no capping of sub-pixel aliasing removal
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| */
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| 
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| 
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| uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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| uniform float2 ViewportSize < source = "viewportsize"; >;
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| 
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| sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=LINEAR;MinFilter=LINEAR;};
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| 
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| 
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| #ifndef FXAA_PRESET
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|     #define FXAA_PRESET 6
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| #endif
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| #if (FXAA_PRESET == 3)
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|     #define FXAA_EDGE_THRESHOLD      (1.0/8.0)
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|     #define FXAA_EDGE_THRESHOLD_MIN  (1.0/16.0)
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|     #define FXAA_SEARCH_STEPS        16
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|     #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)
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|     #define FXAA_SUBPIX_CAP          (3.0/4.0)
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|     #define FXAA_SUBPIX_TRIM         (1.0/4.0)
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| #endif
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| #if (FXAA_PRESET == 4)
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|     #define FXAA_EDGE_THRESHOLD      (1.0/8.0)
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|     #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)
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|     #define FXAA_SEARCH_STEPS        24
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|     #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)
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|     #define FXAA_SUBPIX_CAP          (3.0/4.0)
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|     #define FXAA_SUBPIX_TRIM         (1.0/4.0)
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| #endif
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| #if (FXAA_PRESET == 5)
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|     #define FXAA_EDGE_THRESHOLD      (1.0/8.0)
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|     #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)
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|     #define FXAA_SEARCH_STEPS        32
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|     #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)
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|     #define FXAA_SUBPIX_CAP          (3.0/4.0)
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|     #define FXAA_SUBPIX_TRIM         (1.0/4.0)
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| #endif
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| #if (FXAA_PRESET == 6)
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|     #define FXAA_EDGE_THRESHOLD      (1.0/8.0)
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|     #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)
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|     #define FXAA_SEARCH_STEPS        32
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|     #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)
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|     #define FXAA_SUBPIX_CAP          (1.0)
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|     #define FXAA_SUBPIX_TRIM         (0.0)
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| #endif
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| 
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| #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
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| 
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| // Return the luma, the estimation of luminance from rgb inputs.
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| // This approximates luma using one FMA instruction,
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| // skipping normalization and tossing out blue.
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| // FxaaLuma() will range 0.0 to 2.963210702.
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| float FxaaLuma(float3 rgb) {
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|     return rgb.y * (0.587/0.299) + rgb.x;
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| }
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| 
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| float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {
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|     return (-float3(amountOfA, amountOfA, amountOfA) * b) + ((a * float3(amountOfA, amountOfA, amountOfA)) + b);
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| }
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| 
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| float4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {
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|     float x = pos.x + float(off.x) * rcpFrame.x;
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|     float y = pos.y + float(off.y) * rcpFrame.y;
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|     return tex2D(tex, float2(x, y));
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| }
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| 
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| // pos is the output of FxaaVertexShader interpolated across screen.
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| // xy -> actual texture position {0.0 to 1.0}
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| // rcpFrame should be a uniform equal to  {1.0/frameWidth, 1.0/frameHeight}
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| float3 FxaaPixelShader(float2 pos, sampler2D tex, float2 rcpFrame)
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| {
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|     float3 rgbN = FxaaTexOff(tex, pos.xy, int2( 0,-1), rcpFrame).xyz;
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|     float3 rgbW = FxaaTexOff(tex, pos.xy, int2(-1, 0), rcpFrame).xyz;
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|     float3 rgbM = FxaaTexOff(tex, pos.xy, int2( 0, 0), rcpFrame).xyz;
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|     float3 rgbE = FxaaTexOff(tex, pos.xy, int2( 1, 0), rcpFrame).xyz;
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|     float3 rgbS = FxaaTexOff(tex, pos.xy, int2( 0, 1), rcpFrame).xyz;
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|     
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|     float lumaN = FxaaLuma(rgbN);
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|     float lumaW = FxaaLuma(rgbW);
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|     float lumaM = FxaaLuma(rgbM);
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|     float lumaE = FxaaLuma(rgbE);
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|     float lumaS = FxaaLuma(rgbS);
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|     float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
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|     float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
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|     
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|     float range = rangeMax - rangeMin;
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|     if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
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|     {
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|         return rgbM;
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|     }
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|     
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|     float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
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|     
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|     float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
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|     float rangeL = abs(lumaL - lumaM);
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|     float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; 
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|     blendL = min(FXAA_SUBPIX_CAP, blendL);
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|     
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|     float3 rgbNW = FxaaTexOff(tex, pos.xy, int2(-1,-1), rcpFrame).xyz;
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|     float3 rgbNE = FxaaTexOff(tex, pos.xy, int2( 1,-1), rcpFrame).xyz;
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|     float3 rgbSW = FxaaTexOff(tex, pos.xy, int2(-1, 1), rcpFrame).xyz;
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|     float3 rgbSE = FxaaTexOff(tex, pos.xy, int2( 1, 1), rcpFrame).xyz;
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|     rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
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|     rgbL *= (1.0/float3(9.0, 9.0, 9.0));
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|     
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|     float lumaNW = FxaaLuma(rgbNW);
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|     float lumaNE = FxaaLuma(rgbNE);
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|     float lumaSW = FxaaLuma(rgbSW);
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|     float lumaSE = FxaaLuma(rgbSE);
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|     
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|     float edgeVert = 
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|         abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
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|         abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
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|         abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
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|     float edgeHorz = 
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|         abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
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|         abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
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|         abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
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|         
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|     bool horzSpan = edgeHorz >= edgeVert;
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|     float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
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|     
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|     if(!horzSpan)
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|     {
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|         lumaN = lumaW;
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|         lumaS = lumaE;
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|     }
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|     
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|     float gradientN = abs(lumaN - lumaM);
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|     float gradientS = abs(lumaS - lumaM);
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|     lumaN = (lumaN + lumaM) * 0.5;
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|     lumaS = (lumaS + lumaM) * 0.5;
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|     
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|     if (gradientN < gradientS)
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|     {
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|         lumaN = lumaS;
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|         lumaN = lumaS;
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|         gradientN = gradientS;
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|         lengthSign *= -1.0;
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|     }
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|     
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|     float2 posN;
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|     posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
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|     posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
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|     
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|     gradientN *= FXAA_SEARCH_THRESHOLD;
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|     
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|     float2 posP = posN;
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|     float2 offNP = horzSpan ? float2(rcpFrame.x, 0.0) : float2(0.0, rcpFrame.y); 
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|     float lumaEndN = lumaN;
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|     float lumaEndP = lumaN;
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|     bool doneN = false;
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|     bool doneP = false;
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|     posN += offNP * float2(-1.0, -1.0);
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|     posP += offNP * float2( 1.0,  1.0);
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|     
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|     for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
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|         if(!doneN)
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|         {
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|             lumaEndN = FxaaLuma(tex2D(tex, posN.xy).xyz);
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|         }
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|         if(!doneP)
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|         {
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|             lumaEndP = FxaaLuma(tex2D(tex, posP.xy).xyz);
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|         }
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|         
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|         doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
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|         doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
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|         
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|         if(doneN && doneP)
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|         {
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|             break;
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|         }
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|         if(!doneN)
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|         {
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|             posN -= offNP;
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|         }
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|         if(!doneP)
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|         {
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|             posP += offNP;
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|         }
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|     }
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|     
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|     float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
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|     float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
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|     bool directionN = dstN < dstP;
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|     lumaEndN = directionN ? lumaEndN : lumaEndP;
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|     
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|     if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
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|     {
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|         lengthSign = 0.0;
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|     }
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|  
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| 
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|     float spanLength = (dstP + dstN);
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|     dstN = directionN ? dstN : dstP;
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|     float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
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|     float3 rgbF = tex2D(tex, float2(
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|         pos.x + (horzSpan ? 0.0 : subPixelOffset),
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|         pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
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|     return FxaaLerp3(rgbL, rgbF, blendL); 
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| }
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| 
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| float4 PS_FXAA(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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| {
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|     float3 color = FxaaPixelShader(vTexCoord, sBackBuffer, 1.0 / (ViewportSize*BufferToViewportRatio));
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| 
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|     return float4(color, 1.0);
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| }
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| 
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| 
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| 
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| technique FXAA
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| {
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|    pass
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|    {
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|    	VertexShader = PostProcessVS;
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|    	PixelShader  = PS_FXAA;
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|    }
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| }
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