bgfx/3rdparty/glsl-optimizer/tests/fragment/z-fxaa-preset3-in.txt

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2012-04-03 23:30:07 -04:00
#extension GL_ARB_shader_texture_lod : require
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
return texture2DLod( s, coord.xy, coord.w);
}
uniform sampler2D _MainTex;
uniform vec4 _MainTex_TexelSize;
vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame );
vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos );
float FxaaLuma( in vec3 rgb );
vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA );
vec3 FxaaFilterReturn( in vec3 rgb );
vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame );
vec4 xlat_main( in vec2 uv );
vec4 FxaaTexOff( in sampler2D tex, in vec2 pos, in vec2 off, in vec2 rcpFrame ) {
return xll_tex2Dlod( tex, vec4( (pos.xy + (off * rcpFrame)), 0.00000, 0.00000));
}
vec4 FxaaTexLod0( in sampler2D tex, in vec2 pos ) {
return xll_tex2Dlod( tex, vec4( pos.xy , 0.00000, 0.00000));
}
float FxaaLuma( in vec3 rgb ) {
return ((rgb.y * 1.96321) + rgb.x );
}
vec3 FxaaLerp3( in vec3 a, in vec3 b, in float amountOfA ) {
return ((vec3( ( -amountOfA ), ( -amountOfA ), ( -amountOfA )) * b) + ((a * vec3( amountOfA, amountOfA, amountOfA)) + b));
}
vec3 FxaaFilterReturn( in vec3 rgb ) {
return rgb;
}
vec3 FxaaPixelShader( in vec2 pos, in sampler2D tex, in vec2 rcpFrame ) {
vec3 rgbN;
vec3 rgbW;
vec3 rgbM;
vec3 rgbE;
vec3 rgbS;
float lumaN;
float lumaW;
float lumaM;
float lumaE;
float lumaS;
float rangeMin;
float rangeMax;
float range;
vec3 rgbL;
float lumaL;
float rangeL;
float blendL;
vec3 rgbNW;
vec3 rgbNE;
vec3 rgbSW;
vec3 rgbSE;
float lumaNW;
float lumaNE;
float lumaSW;
float lumaSE;
float edgeVert;
float edgeHorz;
bool horzSpan;
float lengthSign;
float gradientN;
float gradientS;
bool pairN;
vec2 posN;
vec2 posP;
vec2 offNP;
float lumaEndN;
float lumaEndP;
bool doneN = false;
bool doneP = false;
int i = 0;
float dstN;
float dstP;
bool directionN;
float spanLength;
float subPixelOffset;
vec3 rgbF;
rgbN = FxaaTexOff( tex, pos.xy , vec2( 0.00000, -1.00000), rcpFrame).xyz ;
rgbW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 0.00000), rcpFrame).xyz ;
rgbM = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 0.00000), rcpFrame).xyz ;
rgbE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 0.00000), rcpFrame).xyz ;
rgbS = FxaaTexOff( tex, pos.xy , vec2( 0.00000, 1.00000), rcpFrame).xyz ;
lumaN = FxaaLuma( rgbN);
lumaW = FxaaLuma( rgbW);
lumaM = FxaaLuma( rgbM);
lumaE = FxaaLuma( rgbE);
lumaS = FxaaLuma( rgbS);
rangeMin = min( lumaM, min( min( lumaN, lumaW), min( lumaS, lumaE)));
rangeMax = max( lumaM, max( max( lumaN, lumaW), max( lumaS, lumaE)));
range = (rangeMax - rangeMin);
if ( (range < max( 0.0416667, (rangeMax * 0.125000))) ){
return FxaaFilterReturn( rgbM);
}
rgbL = ((((rgbN + rgbW) + rgbM) + rgbE) + rgbS);
lumaL = ((((lumaN + lumaW) + lumaE) + lumaS) * 0.250000);
rangeL = abs( (lumaL - lumaM) );
blendL = (max( 0.00000, ((rangeL / range) - 0.250000)) * 1.33333);
blendL = min( 0.750000, blendL);
rgbNW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, -1.00000), rcpFrame).xyz ;
rgbNE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, -1.00000), rcpFrame).xyz ;
rgbSW = FxaaTexOff( tex, pos.xy , vec2( -1.00000, 1.00000), rcpFrame).xyz ;
rgbSE = FxaaTexOff( tex, pos.xy , vec2( 1.00000, 1.00000), rcpFrame).xyz ;
rgbL += (((rgbNW + rgbNE) + rgbSW) + rgbSE);
rgbL *= vec3( 0.111111, 0.111111, 0.111111);
lumaNW = FxaaLuma( rgbNW);
lumaNE = FxaaLuma( rgbNE);
lumaSW = FxaaLuma( rgbSW);
lumaSE = FxaaLuma( rgbSE);
edgeVert = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaN)) + (0.250000 * lumaNE)) ) + abs( (((0.500000 * lumaW) + (-1.00000 * lumaM)) + (0.500000 * lumaE)) )) + abs( (((0.250000 * lumaSW) + (-0.500000 * lumaS)) + (0.250000 * lumaSE)) ));
edgeHorz = ((abs( (((0.250000 * lumaNW) + (-0.500000 * lumaW)) + (0.250000 * lumaSW)) ) + abs( (((0.500000 * lumaN) + (-1.00000 * lumaM)) + (0.500000 * lumaS)) )) + abs( (((0.250000 * lumaNE) + (-0.500000 * lumaE)) + (0.250000 * lumaSE)) ));
horzSpan = (edgeHorz >= edgeVert);
lengthSign = (( horzSpan ) ? ( ( -rcpFrame.y ) ) : ( ( -rcpFrame.x ) ));
if ( ( !horzSpan ) ){
lumaN = lumaW;
}
if ( ( !horzSpan ) ){
lumaS = lumaE;
}
gradientN = abs( (lumaN - lumaM) );
gradientS = abs( (lumaS - lumaM) );
lumaN = ((lumaN + lumaM) * 0.500000);
lumaS = ((lumaS + lumaM) * 0.500000);
pairN = (gradientN >= gradientS);
if ( ( !pairN ) ){
lumaN = lumaS;
}
if ( ( !pairN ) ){
gradientN = gradientS;
}
if ( ( !pairN ) ){
lengthSign *= -1.00000;
}
posN.x = (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( (lengthSign * 0.500000) )));
posN.y = (pos.y + (( horzSpan ) ? ( (lengthSign * 0.500000) ) : ( 0.00000 )));
gradientN *= 0.250000;
posP = posN;
offNP = (( horzSpan ) ? ( vec2( rcpFrame.x , 0.00000) ) : ( vec2( 0.00000, rcpFrame.y ) ));
lumaEndN = lumaN;
lumaEndP = lumaN;
posN += (offNP * vec2( -1.00000, -1.00000));
posP += (offNP * vec2( 1.00000, 1.00000));
for ( ; (i < 16); ( i++ )) {
if ( ( !doneN ) ){
lumaEndN = FxaaLuma( FxaaTexLod0( tex, posN.xy ).xyz );
}
if ( ( !doneP ) ){
lumaEndP = FxaaLuma( FxaaTexLod0( 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;
}
}
dstN = (( horzSpan ) ? ( (pos.x - posN.x ) ) : ( (pos.y - posN.y ) ));
dstP = (( horzSpan ) ? ( (posP.x - pos.x ) ) : ( (posP.y - pos.y ) ));
directionN = (dstN < dstP);
lumaEndN = (( directionN ) ? ( lumaEndN ) : ( lumaEndP ));
if ( (((lumaM - lumaN) < 0.00000) == ((lumaEndN - lumaN) < 0.00000)) ){
lengthSign = 0.00000;
}
spanLength = (dstP + dstN);
dstN = (( directionN ) ? ( dstN ) : ( dstP ));
subPixelOffset = ((0.500000 + (dstN * (-1.00000 / spanLength))) * lengthSign);
rgbF = FxaaTexLod0( tex, vec2( (pos.x + (( horzSpan ) ? ( 0.00000 ) : ( subPixelOffset ))), (pos.y + (( horzSpan ) ? ( subPixelOffset ) : ( 0.00000 ))))).xyz ;
return FxaaFilterReturn( FxaaLerp3( rgbL, rgbF, blendL));
}
vec4 xlat_main( in vec2 uv ) {
return vec4( FxaaPixelShader( uv.xy , _MainTex, _MainTex_TexelSize.xy ).xyz , 0.00000);
}
varying vec2 xlv_TEXCOORD0;
void main() {
vec4 xl_retval;
xl_retval = xlat_main( vec2(xlv_TEXCOORD0));
gl_FragData[0] = vec4( xl_retval);
}