mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-24 22:55:41 +00:00
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"
|
|
|
|
|
|
/**
|
|
* @license
|
|
* Copyright (c) 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, NONINFRINGEMENT,IMPLIED WARRANTIES OF
|
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
|
|
* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, 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.
|
|
*/
|
|
|
|
/*
|
|
FXAA_PRESET - Choose compile-in knob preset 0-5.
|
|
------------------------------------------------------------------------------
|
|
FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
|
|
to apply algorithm.
|
|
1.0/3.0 - too little
|
|
1.0/4.0 - good start
|
|
1.0/8.0 - applies to more edges
|
|
1.0/16.0 - overkill
|
|
------------------------------------------------------------------------------
|
|
FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
|
|
Perf optimization.
|
|
1.0/32.0 - visible limit (smaller isn't visible)
|
|
1.0/16.0 - good compromise
|
|
1.0/12.0 - upper limit (seeing artifacts)
|
|
------------------------------------------------------------------------------
|
|
FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
|
|
------------------------------------------------------------------------------
|
|
FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
|
|
1.0/4.0 - seems to be the best quality wise
|
|
------------------------------------------------------------------------------
|
|
FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
|
|
1.0/2.0 - low removal
|
|
1.0/3.0 - medium removal
|
|
1.0/4.0 - default removal
|
|
1.0/8.0 - high removal
|
|
0.0 - complete removal
|
|
------------------------------------------------------------------------------
|
|
FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
|
|
This is important for the transition of sub-pixel detail,
|
|
like fences and wires.
|
|
3.0/4.0 - default (medium amount of filtering)
|
|
7.0/8.0 - high amount of filtering
|
|
1.0 - no capping of sub-pixel aliasing removal
|
|
*/
|
|
|
|
|
|
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
|
uniform float2 ViewportSize < source = "viewportsize"; >;
|
|
|
|
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=LINEAR;MinFilter=LINEAR;};
|
|
|
|
|
|
#ifndef FXAA_PRESET
|
|
#define FXAA_PRESET 6
|
|
#endif
|
|
#if (FXAA_PRESET == 3)
|
|
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
|
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
|
|
#define FXAA_SEARCH_STEPS 16
|
|
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
|
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
|
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
|
#endif
|
|
#if (FXAA_PRESET == 4)
|
|
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
|
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
|
|
#define FXAA_SEARCH_STEPS 24
|
|
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
|
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
|
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
|
#endif
|
|
#if (FXAA_PRESET == 5)
|
|
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
|
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
|
|
#define FXAA_SEARCH_STEPS 32
|
|
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
|
#define FXAA_SUBPIX_CAP (3.0/4.0)
|
|
#define FXAA_SUBPIX_TRIM (1.0/4.0)
|
|
#endif
|
|
#if (FXAA_PRESET == 6)
|
|
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
|
|
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
|
|
#define FXAA_SEARCH_STEPS 32
|
|
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
|
|
#define FXAA_SUBPIX_CAP (1.0)
|
|
#define FXAA_SUBPIX_TRIM (0.0)
|
|
#endif
|
|
|
|
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
|
|
|
|
// Return the luma, the estimation of luminance from rgb inputs.
|
|
// This approximates luma using one FMA instruction,
|
|
// skipping normalization and tossing out blue.
|
|
// FxaaLuma() will range 0.0 to 2.963210702.
|
|
float FxaaLuma(float3 rgb) {
|
|
return rgb.y * (0.587/0.299) + rgb.x;
|
|
}
|
|
|
|
float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {
|
|
return (-float3(amountOfA, amountOfA, amountOfA) * b) + ((a * float3(amountOfA, amountOfA, amountOfA)) + b);
|
|
}
|
|
|
|
float4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {
|
|
float x = pos.x + float(off.x) * rcpFrame.x;
|
|
float y = pos.y + float(off.y) * rcpFrame.y;
|
|
return tex2D(tex, float2(x, y));
|
|
}
|
|
|
|
// pos is the output of FxaaVertexShader interpolated across screen.
|
|
// xy -> actual texture position {0.0 to 1.0}
|
|
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
|
|
float3 FxaaPixelShader(float2 pos, sampler2D tex, float2 rcpFrame)
|
|
{
|
|
float3 rgbN = FxaaTexOff(tex, pos.xy, int2( 0,-1), rcpFrame).xyz;
|
|
float3 rgbW = FxaaTexOff(tex, pos.xy, int2(-1, 0), rcpFrame).xyz;
|
|
float3 rgbM = FxaaTexOff(tex, pos.xy, int2( 0, 0), rcpFrame).xyz;
|
|
float3 rgbE = FxaaTexOff(tex, pos.xy, int2( 1, 0), rcpFrame).xyz;
|
|
float3 rgbS = FxaaTexOff(tex, pos.xy, int2( 0, 1), rcpFrame).xyz;
|
|
|
|
float lumaN = FxaaLuma(rgbN);
|
|
float lumaW = FxaaLuma(rgbW);
|
|
float lumaM = FxaaLuma(rgbM);
|
|
float lumaE = FxaaLuma(rgbE);
|
|
float lumaS = FxaaLuma(rgbS);
|
|
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
|
|
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
|
|
|
|
float range = rangeMax - rangeMin;
|
|
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
|
|
{
|
|
return rgbM;
|
|
}
|
|
|
|
float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
|
|
|
|
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
|
|
float rangeL = abs(lumaL - lumaM);
|
|
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
|
|
blendL = min(FXAA_SUBPIX_CAP, blendL);
|
|
|
|
float3 rgbNW = FxaaTexOff(tex, pos.xy, int2(-1,-1), rcpFrame).xyz;
|
|
float3 rgbNE = FxaaTexOff(tex, pos.xy, int2( 1,-1), rcpFrame).xyz;
|
|
float3 rgbSW = FxaaTexOff(tex, pos.xy, int2(-1, 1), rcpFrame).xyz;
|
|
float3 rgbSE = FxaaTexOff(tex, pos.xy, int2( 1, 1), rcpFrame).xyz;
|
|
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
|
|
rgbL *= (1.0/float3(9.0, 9.0, 9.0));
|
|
|
|
float lumaNW = FxaaLuma(rgbNW);
|
|
float lumaNE = FxaaLuma(rgbNE);
|
|
float lumaSW = FxaaLuma(rgbSW);
|
|
float lumaSE = FxaaLuma(rgbSE);
|
|
|
|
float edgeVert =
|
|
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
|
|
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
|
|
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
|
|
float edgeHorz =
|
|
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
|
|
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
|
|
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
|
|
|
|
bool horzSpan = edgeHorz >= edgeVert;
|
|
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
|
|
|
|
if(!horzSpan)
|
|
{
|
|
lumaN = lumaW;
|
|
lumaS = lumaE;
|
|
}
|
|
|
|
float gradientN = abs(lumaN - lumaM);
|
|
float gradientS = abs(lumaS - lumaM);
|
|
lumaN = (lumaN + lumaM) * 0.5;
|
|
lumaS = (lumaS + lumaM) * 0.5;
|
|
|
|
if (gradientN < gradientS)
|
|
{
|
|
lumaN = lumaS;
|
|
lumaN = lumaS;
|
|
gradientN = gradientS;
|
|
lengthSign *= -1.0;
|
|
}
|
|
|
|
float2 posN;
|
|
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
|
|
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
|
|
|
|
gradientN *= FXAA_SEARCH_THRESHOLD;
|
|
|
|
float2 posP = posN;
|
|
float2 offNP = horzSpan ? float2(rcpFrame.x, 0.0) : float2(0.0, rcpFrame.y);
|
|
float lumaEndN = lumaN;
|
|
float lumaEndP = lumaN;
|
|
bool doneN = false;
|
|
bool doneP = false;
|
|
posN += offNP * float2(-1.0, -1.0);
|
|
posP += offNP * float2( 1.0, 1.0);
|
|
|
|
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
|
|
if(!doneN)
|
|
{
|
|
lumaEndN = FxaaLuma(tex2D(tex, posN.xy).xyz);
|
|
}
|
|
if(!doneP)
|
|
{
|
|
lumaEndP = FxaaLuma(tex2D(tex, posP.xy).xyz);
|
|
}
|
|
|
|
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
|
|
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
|
|
|
|
if(doneN && doneP)
|
|
{
|
|
break;
|
|
}
|
|
if(!doneN)
|
|
{
|
|
posN -= offNP;
|
|
}
|
|
if(!doneP)
|
|
{
|
|
posP += offNP;
|
|
}
|
|
}
|
|
|
|
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
|
|
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
|
|
bool directionN = dstN < dstP;
|
|
lumaEndN = directionN ? lumaEndN : lumaEndP;
|
|
|
|
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
|
|
{
|
|
lengthSign = 0.0;
|
|
}
|
|
|
|
|
|
float spanLength = (dstP + dstN);
|
|
dstN = directionN ? dstN : dstP;
|
|
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
|
|
float3 rgbF = tex2D(tex, float2(
|
|
pos.x + (horzSpan ? 0.0 : subPixelOffset),
|
|
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
|
|
return FxaaLerp3(rgbL, rgbF, blendL);
|
|
}
|
|
|
|
float4 PS_FXAA(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
|
|
{
|
|
float3 color = FxaaPixelShader(vTexCoord, sBackBuffer, 1.0 / (ViewportSize*BufferToViewportRatio));
|
|
|
|
return float4(color, 1.0);
|
|
}
|
|
|
|
|
|
|
|
technique FXAA
|
|
{
|
|
pass
|
|
{
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = PS_FXAA;
|
|
}
|
|
}
|