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feat: collect emucorex and dojo bundled resources
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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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#ifndef FXAA_HLSL
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#define FXAA_HLSL 0
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#endif
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#ifndef FXAA_GLSL_130
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#define FXAA_GLSL_130 0
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#endif
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#ifndef FXAA_GLSL_VK
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#define FXAA_GLSL_VK 0
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#endif
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#define UHQ_FXAA 1 //High Quality Fast Approximate Anti Aliasing. Adapted for GS from Timothy Lottes FXAA 3.11.
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#define FxaaSubpixMax 0.0 //[0.00 to 1.00] Amount of subpixel aliasing removal. 0.00: Edge only antialiasing (no blurring)
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#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When disabled, the entire scene is antialiased(FSAA). 0 is off, 1 is on.
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/*------------------------------------------------------------------------------
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[GLOBALS|FUNCTIONS]
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------------------------------------------------------------------------------*/
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#if (FXAA_GLSL_130 == 1)
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in vec2 PSin_t;
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layout(location = 0) out vec4 SV_Target0;
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layout(binding = 0) uniform sampler2D TextureSampler;
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#elif (FXAA_GLSL_VK == 1)
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layout(location = 0) in vec2 PSin_t;
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layout(location = 0) out vec4 SV_Target0;
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layout(set = 0, binding = 0) uniform sampler2D TextureSampler;
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#elif (FXAA_HLSL == 1)
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Texture2D Texture : register(t0);
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SamplerState TextureSampler : register(s0);
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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float4 c : SV_Target0;
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};
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#elif defined(__METAL_VERSION__)
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static constexpr sampler MAIN_SAMPLER(coord::normalized, address::clamp_to_edge, filter::linear);
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#endif
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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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------------------------------------------------------------------------------*/
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#if (FXAA_HLSL == 1)
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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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#define FxaaDiscard clip(-1)
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#define FxaaSat(x) saturate(x)
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#elif (FXAA_GLSL_130 == 1 || FXAA_GLSL_VK == 1)
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#define int2 ivec2
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define FxaaDiscard discard
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#elif defined(__METAL_VERSION__)
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#define FxaaTex texture2d<float>
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#define FxaaTexTop(t, p) t.sample(MAIN_SAMPLER, p)
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#define FxaaTexOff(t, p, o, r) t.sample(MAIN_SAMPLER, p, o)
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#define FxaaDiscard discard_fragment()
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#define FxaaSat(x) saturate(x)
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#endif
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#define FxaaEdgeThreshold 0.063
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#define FxaaEdgeThresholdMin 0.00
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 2.0
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#define FXAA_QUALITY_P9 2.0
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#define FXAA_QUALITY_P10 4.0
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#define FXAA_QUALITY_P11 8.0
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#define FXAA_QUALITY_P12 8.0
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/*------------------------------------------------------------------------------
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[GAMMA PREPASS CODE SECTION]
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------------------------------------------------------------------------------*/
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float RGBLuminance(float3 color)
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{
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const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
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return dot(color.rgb, lumCoeff);
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}
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float3 RGBGammaToLinear(float3 color, float gamma)
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{
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color = FxaaSat(color);
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color.r = (color.r <= 0.0404482362771082) ?
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color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
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color.g = (color.g <= 0.0404482362771082) ?
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color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
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color.b = (color.b <= 0.0404482362771082) ?
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color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
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return color;
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}
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float3 LinearToRGBGamma(float3 color, float gamma)
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{
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color = FxaaSat(color);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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float4 PreGammaPass(float4 color)
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{
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const float GammaConst = 2.233;
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color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
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color.rgb = LinearToRGBGamma(color.rgb, GammaConst);
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color.a = RGBLuminance(color.rgb);
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return color;
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}
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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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------------------------------------------------------------------------------*/
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float FxaaLuma(float4 rgba)
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{
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rgba.w = RGBLuminance(rgba.xyz);
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return rgba.w;
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}
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float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaSubpix, float fxaaEdgeThreshold, float fxaaEdgeThresholdMin)
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{
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float2 posM = pos;
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float4 rgbyM = FxaaTexTop(tex, posM);
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rgbyM.w = RGBLuminance(rgbyM.xyz);
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#define lumaM rgbyM.w
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float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy));
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float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy));
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float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy));
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float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy));
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float maxSM = max(lumaS, lumaM);
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float minSM = min(lumaS, lumaM);
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float maxESM = max(lumaE, maxSM);
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float minESM = min(lumaE, minSM);
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float maxWN = max(lumaN, lumaW);
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float minWN = min(lumaN, lumaW);
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float rangeMax = max(maxWN, maxESM);
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float rangeMin = min(minWN, minESM);
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float range = rangeMax - rangeMin;
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float rangeMaxScaled = rangeMax * fxaaEdgeThreshold;
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float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled);
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#if (FxaaEarlyExit == 1)
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// Potential optimization, early exit.
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if (range < rangeMaxClamped)
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return rgbyM;
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#endif
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float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy));
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float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy));
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float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
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float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
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float lumaNS = lumaN + lumaS;
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float lumaWE = lumaW + lumaE;
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float subpixRcpRange = 1.0/range;
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float subpixNSWE = lumaNS + lumaWE;
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float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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float edgeVert1 = (-2.0 * lumaM) + lumaWE;
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float lumaNESE = lumaNE + lumaSE;
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float lumaNWNE = lumaNW + lumaNE;
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float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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float lumaNWSW = lumaNW + lumaSW;
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float lumaSWSE = lumaSW + lumaSE;
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float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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float edgeHorz = abs(edgeHorz3) + edgeHorz4;
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float edgeVert = abs(edgeVert3) + edgeVert4;
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float subpixNWSWNESE = lumaNWSW + lumaNESE;
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float lengthSign = fxaaRcpFrame.x;
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bool horzSpan = edgeHorz >= edgeVert;
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float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaRcpFrame.y;
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float subpixB = (subpixA * (1.0/12.0)) - lumaM;
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float gradientN = lumaN - lumaM;
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float gradientS = lumaS - lumaM;
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float lumaNN = lumaN + lumaM;
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float lumaSS = lumaS + lumaM;
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bool pairN = abs(gradientN) >= abs(gradientS);
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float gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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float2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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float2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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float2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
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float2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
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float subpixD = ((-2.0)*subpixC) + 3.0;
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float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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float subpixE = subpixC * subpixC;
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float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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if(!pairN) lumaNN = lumaSS;
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float gradientScaled = gradient * 1.0/4.0;
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float lumaMM = lumaM - lumaNN * 0.5;
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float subpixF = subpixD * subpixE;
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bool lumaMLTZero = lumaMM < 0.0;
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lumaEndN -= lumaNN * 0.5;
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lumaEndP -= lumaNN * 0.5;
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bool doneN = abs(lumaEndN) >= gradientScaled;
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bool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
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bool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
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||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
|
||||
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
|
||||
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
|
||||
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
|
||||
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
|
||||
}}}}}}}}}}}
|
||||
|
||||
float dstN = posM.x - posN.x;
|
||||
float dstP = posP.x - posM.x;
|
||||
if(!horzSpan) dstN = posM.y - posN.y;
|
||||
if(!horzSpan) dstP = posP.y - posM.y;
|
||||
|
||||
bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
||||
float spanLength = (dstP + dstN);
|
||||
bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
||||
float spanLengthRcp = 1.0/spanLength;
|
||||
|
||||
bool directionN = dstN < dstP;
|
||||
float dst = min(dstN, dstP);
|
||||
bool goodSpan = directionN ? goodSpanN : goodSpanP;
|
||||
float subpixG = subpixF * subpixF;
|
||||
float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
||||
float subpixH = subpixG * fxaaSubpix;
|
||||
|
||||
float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
||||
float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
||||
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
||||
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
||||
|
||||
return float4(FxaaTexTop(tex, posM).xyz, lumaM);
|
||||
}
|
||||
|
||||
#if (FXAA_GLSL_130 == 1 || FXAA_GLSL_VK == 1)
|
||||
float4 FxaaPass(float4 FxaaColor, float2 uv0)
|
||||
#elif (FXAA_HLSL == 1)
|
||||
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
||||
#elif defined(__METAL_VERSION__)
|
||||
float4 FxaaPass(float4 FxaaColor, float2 uv0, texture2d<float> tex)
|
||||
#endif
|
||||
{
|
||||
|
||||
#if (FXAA_HLSL == 1)
|
||||
FxaaTex tex;
|
||||
tex.tex = Texture;
|
||||
tex.smpl = TextureSampler;
|
||||
|
||||
float2 PixelSize;
|
||||
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
|
||||
#elif (FXAA_GLSL_130 == 1 || FXAA_GLSL_VK == 1)
|
||||
vec2 PixelSize = vec2(textureSize(TextureSampler, 0));
|
||||
FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#elif defined(__METAL_VERSION__)
|
||||
float2 PixelSize = float2(tex.get_width(), tex.get_height());
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, 1.f/PixelSize, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#endif
|
||||
|
||||
return FxaaColor;
|
||||
}
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[MAIN() & COMBINE PASS CODE SECTION]
|
||||
------------------------------------------------------------------------------*/
|
||||
#if (FXAA_GLSL_130 == 1 || FXAA_GLSL_VK == 1)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(TextureSampler, PSin_t);
|
||||
color = PreGammaPass(color);
|
||||
color = FxaaPass(color, PSin_t);
|
||||
|
||||
SV_Target0 = float4(color.rgb, 1.0);
|
||||
}
|
||||
|
||||
#elif (FXAA_HLSL == 1)
|
||||
PS_OUTPUT main(VS_OUTPUT input)
|
||||
{
|
||||
PS_OUTPUT output;
|
||||
|
||||
float4 color = Texture.Sample(TextureSampler, input.t);
|
||||
|
||||
color = PreGammaPass(color);
|
||||
color = FxaaPass(color, input.t);
|
||||
|
||||
output.c = float4(color.rgb, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// Metal main function in in fxaa.metal
|
||||
#endif
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,470 @@
|
||||
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
|
||||
// SPDX-License-Identifier: GPL-3.0+
|
||||
|
||||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
layout(std140, binding = 1) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
||||
vec2 TextureScale;
|
||||
vec2 TextureOffset;
|
||||
|
||||
vec2 PointSize;
|
||||
|
||||
uint MaxDepth;
|
||||
float LineAA1Width;
|
||||
};
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
#ifndef VS_EXPAND_NONE
|
||||
#define VS_EXPAND_NONE 0
|
||||
#define VS_EXPAND_POINT 1
|
||||
#define VS_EXPAND_LINE 2
|
||||
#define VS_EXPAND_SPRITE 3
|
||||
#define VS_EXPAND_LINE_AA1 4
|
||||
#define VS_EXPAND_TRIANGLE_AA1 5
|
||||
#endif
|
||||
|
||||
out SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
vec4 t_int;
|
||||
#if VS_IIP != 0
|
||||
vec4 c;
|
||||
#else
|
||||
flat vec4 c;
|
||||
#endif
|
||||
float inv_cov; // We use the inverse to make it simpler to interpolate.
|
||||
flat uint interior; // 1 for triangle interior; 0 for edge.
|
||||
} VSout;
|
||||
|
||||
const float exp_min32 = exp2(-32.0f);
|
||||
|
||||
#if VS_EXPAND == VS_EXPAND_NONE
|
||||
|
||||
layout(location = 0) in vec2 i_st;
|
||||
layout(location = 2) in vec4 i_c;
|
||||
layout(location = 3) in float i_q;
|
||||
layout(location = 4) in uvec2 i_p;
|
||||
layout(location = 5) in uint i_z;
|
||||
layout(location = 6) in uvec2 i_uv;
|
||||
layout(location = 7) in vec4 i_f;
|
||||
|
||||
void texture_coord()
|
||||
{
|
||||
vec2 uv = vec2(i_uv) - TextureOffset;
|
||||
vec2 st = i_st - TextureOffset;
|
||||
|
||||
// Float coordinate
|
||||
VSout.t_float.xy = st;
|
||||
VSout.t_float.w = i_q;
|
||||
|
||||
// Integer coordinate => normalized
|
||||
VSout.t_int.xy = uv * TextureScale;
|
||||
#if VS_FST
|
||||
// Integer coordinate => integral
|
||||
VSout.t_int.zw = uv;
|
||||
#else
|
||||
// Some games uses float coordinate for post-processing effect
|
||||
VSout.t_int.zw = st / TextureScale;
|
||||
#endif
|
||||
}
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
// Clamp to max depth, gs doesn't wrap
|
||||
highp uint z = min(i_z, MaxDepth);
|
||||
|
||||
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
|
||||
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
||||
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
||||
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
||||
gl_Position.xy = vec2(i_p) - vec2(0.05f, 0.05f);
|
||||
gl_Position.xy = gl_Position.xy * VertexScale - VertexOffset;
|
||||
|
||||
#if HAS_CLIP_CONTROL
|
||||
gl_Position.z = float(z) * exp_min32;
|
||||
#else
|
||||
gl_Position.z = (float(z) * exp_min32) * 2.0f - 1.0f;
|
||||
#endif
|
||||
|
||||
gl_Position.w = 1.0f;
|
||||
|
||||
texture_coord();
|
||||
|
||||
VSout.c = i_c;
|
||||
VSout.t_float.z = i_f.x; // pack for with texture
|
||||
|
||||
#if VS_POINT_SIZE
|
||||
gl_PointSize = PointSize.x;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else // VS_EXPAND
|
||||
|
||||
struct RawVertex
|
||||
{
|
||||
vec2 ST;
|
||||
uint RGBA;
|
||||
float Q;
|
||||
uint XY;
|
||||
uint Z;
|
||||
uint UV;
|
||||
uint FOG;
|
||||
};
|
||||
|
||||
layout(std140, binding = 4) uniform cb22
|
||||
{
|
||||
uint BaseVertex;
|
||||
uint BaseIndex;
|
||||
uint pad_cb22_0;
|
||||
uint pad_cb22_1;
|
||||
};
|
||||
|
||||
layout(std140, binding = 2) readonly buffer VertexBuffer {
|
||||
RawVertex vertex_buffer[];
|
||||
};
|
||||
|
||||
// Warning: use std430 instead of std140 so that the ints are tightly packed.
|
||||
layout(std430, binding = 3) readonly buffer IndexBuffer {
|
||||
uint index_buffer[];
|
||||
};
|
||||
|
||||
struct ProcessedVertex
|
||||
{
|
||||
vec4 p;
|
||||
vec4 t_float;
|
||||
vec4 t_int;
|
||||
vec4 c;
|
||||
};
|
||||
|
||||
uint load_index(uint _i)
|
||||
{
|
||||
uint i = _i + BaseIndex;
|
||||
// i is even => load lower 16 bits; i odd => load upper 16 bits.
|
||||
uint shift = (i & 1u) << 4u;
|
||||
return (index_buffer[i >> 1u] >> shift) & 0xFFFFu;
|
||||
}
|
||||
|
||||
ProcessedVertex load_vertex(uint index)
|
||||
{
|
||||
RawVertex rvtx = vertex_buffer[BaseVertex + index];
|
||||
|
||||
vec2 i_st = rvtx.ST;
|
||||
vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
|
||||
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
|
||||
float i_q = rvtx.Q;
|
||||
uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
|
||||
uint i_z = rvtx.Z;
|
||||
uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
|
||||
vec4 i_f = unpackUnorm4x8(rvtx.FOG);
|
||||
|
||||
ProcessedVertex vtx;
|
||||
|
||||
uint z = min(i_z, MaxDepth);
|
||||
vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
|
||||
vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
|
||||
|
||||
#if HAS_CLIP_CONTROL
|
||||
vtx.p.z = float(z) * exp_min32;
|
||||
#else
|
||||
vtx.p.z = (float(z) * exp_min32) * 2.0f - 1.0f;
|
||||
#endif
|
||||
|
||||
vtx.p.w = 1.0f;
|
||||
|
||||
vec2 uv = vec2(i_uv) - TextureOffset;
|
||||
vec2 st = i_st - TextureOffset;
|
||||
|
||||
vtx.t_float.xy = st;
|
||||
vtx.t_float.w = i_q;
|
||||
|
||||
vtx.t_int.xy = uv * TextureScale;
|
||||
#if VS_FST
|
||||
vtx.t_int.zw = uv;
|
||||
#else
|
||||
vtx.t_int.zw = st / TextureScale;
|
||||
#endif
|
||||
|
||||
vtx.c = i_c;
|
||||
vtx.t_float.z = i_f.x;
|
||||
|
||||
return vtx;
|
||||
}
|
||||
|
||||
// Convert XY from NDC to GS pixel coordinates (i.e. 1.0 = 1 GS pixel).
|
||||
vec2 get_xy_unscaled(vec2 xy)
|
||||
{
|
||||
return round(xy / VertexScale) / 16.0f;
|
||||
}
|
||||
|
||||
// Get the XY deltas in GS pixel coordinates, using first vertex as the origin.
|
||||
mat2 get_xy_deltas_unscaled(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
|
||||
{
|
||||
vec2 xy0 = get_xy_unscaled(v0.p.xy);
|
||||
vec2 xy1 = get_xy_unscaled(v1.p.xy);
|
||||
vec2 xy2 = get_xy_unscaled(v2.p.xy);
|
||||
return mat2(xy1 - xy0, xy2 - xy0);
|
||||
}
|
||||
|
||||
// Get the AA1 outward expand direction to the edge formed by the first two vertices.
|
||||
// This is up or down for shallow (X dominant) edges, and right or left for steep (Y dominant) edges.
|
||||
// Similar expansion to line AA1 except instead of expanding on both sides of the line,
|
||||
// expand on on the side towards the outside of the triangle.
|
||||
vec2 get_aa1_triangle_expand_dir(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
|
||||
{
|
||||
mat2 xy_deltas = get_xy_deltas_unscaled(v0, v1, v2);
|
||||
vec2 line_delta = xy_deltas[0];
|
||||
vec2 line_opposite = xy_deltas[1];
|
||||
|
||||
vec2 line_normal = vec2(line_delta.y, -line_delta.x);
|
||||
vec2 line_expand = abs(line_delta.x) >= abs(line_delta.y) ? vec2(0.0f, 1.0f) : vec2(1.0f, 0.0f);
|
||||
|
||||
if ((dot(line_expand, line_normal) >= 0.0f) == (dot(line_opposite, line_normal) >= 0.0f))
|
||||
{
|
||||
// Expand direction point towards the interior so flip it.
|
||||
line_expand = -line_expand;
|
||||
}
|
||||
|
||||
return line_expand;
|
||||
}
|
||||
|
||||
mat2 get_inverse(mat2 mat, float det)
|
||||
{
|
||||
return mat2(mat[1][1], -mat[0][1], -mat[1][0], mat[0][0]) * (1.0f / det);
|
||||
}
|
||||
|
||||
// Extrapolate triangle attributes from the first vertex along the given direction.
|
||||
// dp_mat is derived from the input vertices, it is passed in to avoid recomputing.
|
||||
void extrapolate_aa1_triangle_edge(inout ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2, mat2 dp_mat, vec2 dp)
|
||||
{
|
||||
// Get texture deltas
|
||||
#if VS_TME
|
||||
#if VS_FST
|
||||
mat2 dt = mat2(v1.t_int.zw - v0.t_int.zw, v2.t_int.zw - v0.t_int.zw);
|
||||
#else
|
||||
mat2 dt = mat2(v1.t_float.xy - v0.t_float.xy, v2.t_float.xy - v0.t_float.xy);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Get color delta if interpolating
|
||||
#if VS_IIP
|
||||
mat2x4 dc = mat2x4(v1.c - v0.c, v2.c - v0.c);
|
||||
#endif
|
||||
|
||||
vec2 dz = vec2(v1.p.z - v0.p.z, v2.p.z - v0.p.z); // Z deltas
|
||||
|
||||
vec2 df = vec2(v1.t_float.z - v0.t_float.z, v2.t_float.z - v0.t_float.z); // Fog deltas
|
||||
|
||||
vec2 dq = vec2(v1.t_float.w - v0.t_float.w, v2.t_float.w - v0.t_float.w); // Q deltas
|
||||
|
||||
// To prevent unstable extrapolation, do not extrapolate if the
|
||||
// minimum perpendicular length of the triangle is < 2 pixels.
|
||||
float dp_det = determinant(dp_mat); // Twice signed triangle area.
|
||||
float len0 = length(dp_mat[0]);
|
||||
float len1 = length(dp_mat[1]);
|
||||
float len2 = length(dp_mat[1] - dp_mat[0]);
|
||||
float min_perp_length = abs(dp_det) / max(max(len0, len1), len2);
|
||||
|
||||
// Get the position -> barycentric weight matrix
|
||||
mat2 inv_dp_mat = get_inverse(dp_mat, dp_det);
|
||||
|
||||
vec2 weights = min_perp_length < 2.0f ? vec2(0) : inv_dp_mat * dp;
|
||||
|
||||
v0.p.xy += dp * PointSize; // Extrapolate position
|
||||
|
||||
// Extrapolate texture coords
|
||||
#if VS_TME
|
||||
#if VS_FST
|
||||
v0.t_int.zw += dt * weights;
|
||||
v0.t_int.xy = v0.t_int.zw * TextureScale;
|
||||
#else
|
||||
v0.t_float.xy += dt * weights;
|
||||
v0.t_int.zw = v0.t_float.xy / TextureScale;
|
||||
v0.t_float.w += dot(dq, weights);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Extrapolate and clamp color
|
||||
#if VS_IIP
|
||||
v0.c += dc * weights;
|
||||
v0.c = clamp(v0.c, vec4(0), vec4(255));
|
||||
#endif
|
||||
|
||||
v0.p.z += dot(dz, weights); // Extrapolate depth
|
||||
|
||||
v0.t_float.z += dot(df, weights); // Extrapolate fog
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ProcessedVertex vtx;
|
||||
|
||||
uint vid = uint(gl_VertexID);
|
||||
|
||||
#if VS_EXPAND == VS_EXPAND_POINT
|
||||
|
||||
vtx = load_vertex(vid >> 2);
|
||||
|
||||
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
|
||||
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
|
||||
|
||||
#elif (VS_EXPAND == VS_EXPAND_LINE) || (VS_EXPAND == VS_EXPAND_LINE_AA1)
|
||||
|
||||
uint vid_base = vid >> 2;
|
||||
bool is_bottom = (vid & 2u) != 0u;
|
||||
bool is_right = (vid & 1u) != 0u;
|
||||
uint vid_other = is_bottom ? vid_base - 1u : vid_base + 1u;
|
||||
vtx = load_vertex(vid_base);
|
||||
ProcessedVertex other = load_vertex(vid_other);
|
||||
|
||||
// Use bottom minus top for delta regardless of which vertex we are expanding.
|
||||
vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
|
||||
vec2 line_vector = normalize(line_delta / VertexScale);
|
||||
vec2 line_expand = vec2(line_vector.y, -line_vector.x);
|
||||
#if VS_EXPAND == VS_EXPAND_LINE_AA1
|
||||
line_expand *= 2.0f * LineAA1Width;
|
||||
#endif
|
||||
vec2 line_width = (line_expand * PointSize) / 2.0f;
|
||||
vec2 offset = is_right ? line_width : -line_width;
|
||||
vtx.p.xy += offset;
|
||||
|
||||
#if VS_EXPAND == VS_EXPAND_LINE_AA1
|
||||
VSout.inv_cov = is_right ? 1.0f : -1.0f;
|
||||
#endif
|
||||
|
||||
// Lines will be run as (0 1 2) (1 2 3)
|
||||
// This means that both triangles will have a point based off the top line point as their first point
|
||||
// So we don't have to do anything for !IIP
|
||||
|
||||
#elif VS_EXPAND == VS_EXPAND_SPRITE
|
||||
|
||||
// Sprite points are always in pairs
|
||||
uint vid_base = vid >> 1;
|
||||
uint vid_lt = vid_base & ~1u;
|
||||
uint vid_rb = vid_base | 1u;
|
||||
|
||||
ProcessedVertex lt = load_vertex(vid_lt);
|
||||
ProcessedVertex rb = load_vertex(vid_rb);
|
||||
vtx = rb;
|
||||
|
||||
bool is_right = ((vid & 1u) != 0u);
|
||||
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
|
||||
vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
|
||||
vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
|
||||
|
||||
bool is_bottom = ((vid & 2u) != 0u);
|
||||
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
|
||||
vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
|
||||
vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
|
||||
|
||||
#elif VS_EXPAND == VS_EXPAND_TRIANGLE_AA1
|
||||
|
||||
// Triangles with AA1 are expanded as follows:
|
||||
// - Vertices 0-2: Interior of triangle (1 triangle).
|
||||
// - Vertices 3-8: First edge expanded (2 triangles).
|
||||
// - Vertices 9-14: Second edge expanded (2 triangles).
|
||||
// - Vertices 15-20: Third edge expanded (2 triangles).
|
||||
// - Vertices 21-26: First corner cap (2 triangles).
|
||||
// - Vertices 27-32: Second corner cap (2 triangles).
|
||||
// - Vertices 33-38: Third corner cap (2 triangles).
|
||||
|
||||
uint prim_id = vid / 39u;
|
||||
uint prim_offset = vid - 39u * prim_id; // range: 0-38
|
||||
bool interior = prim_offset < 3u;
|
||||
bool edge = 3u <= prim_offset && prim_offset < 21u;
|
||||
|
||||
if (interior)
|
||||
{
|
||||
vtx = load_vertex(load_index(3u * prim_id + prim_offset));
|
||||
VSout.inv_cov = 0.0f; // Full coverage
|
||||
VSout.interior = 1u;
|
||||
}
|
||||
else if (edge)
|
||||
{
|
||||
// Vertex indices for this edge. We need all 3 for determining exterior/interior.
|
||||
uint prim_offset_edges = prim_offset - 3u; // range: 0-17
|
||||
uint i0 = prim_offset_edges / 6u;
|
||||
uint i1 = (i0 >= 2u) ? i0 - 2u : i0 + 1u;
|
||||
uint i2 = (i0 >= 1u) ? i0 - 1u : i0 + 2u;
|
||||
uint edge_offset = prim_offset_edges - 6u * i0; // range: 0-5
|
||||
|
||||
// Note: order of top/bottom, inside/outside is arbitrary,
|
||||
// as long as it assembles into two triangles forming a quad.
|
||||
bool is_bottom = (2u <= edge_offset) && (edge_offset <= 4u);
|
||||
bool is_outside = (edge_offset & 1u) != 0u;
|
||||
|
||||
vtx = load_vertex(load_index(3u * prim_id + (is_bottom ? i1 : i0)));
|
||||
ProcessedVertex other = load_vertex(load_index(3u * prim_id + (is_bottom ? i0 : i1)));
|
||||
ProcessedVertex opposite = load_vertex(load_index(3u * prim_id + i2));
|
||||
|
||||
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
|
||||
|
||||
vec2 expand_dir = is_outside ? get_aa1_triangle_expand_dir(vtx, other, opposite) : vec2(0);
|
||||
|
||||
// Do actual extrapolation, or no-op if expand_dir == 0.
|
||||
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
|
||||
|
||||
VSout.inv_cov = is_outside ? 1.0f : 0.0f; // No coverage on outside, otherwise full.
|
||||
|
||||
VSout.interior = 0u;
|
||||
}
|
||||
else // Corner cap
|
||||
{
|
||||
// Vertex indices for this cap. We need all 3 for determining exterior/interior.
|
||||
uint prim_offset_cap = prim_offset - 21u; // range: 0-17
|
||||
uint i0 = prim_offset_cap / 6u;
|
||||
uint i1 = (i0 >= 2u) ? i0 - 2u : i0 + 1u;
|
||||
uint i2 = (i0 >= 1u) ? i0 - 1u : i0 + 2u;
|
||||
uint cap_offset = prim_offset_cap - 6u * i0; // range: 0-5
|
||||
|
||||
bool is_near_corner = cap_offset == 0u || cap_offset == 3u;
|
||||
bool is_far_corner = cap_offset == 2u || cap_offset == 5u;
|
||||
bool is_first_tri = cap_offset < 3u;
|
||||
|
||||
// First triangle is on the side of vertex i1 and second is on the side of vertex i2.
|
||||
vtx = load_vertex(load_index(3u * prim_id + i0));
|
||||
ProcessedVertex other = load_vertex(load_index(3u * prim_id + (is_first_tri ? i1 : i2)));
|
||||
ProcessedVertex opposite = load_vertex(load_index(3u * prim_id + (is_first_tri ? i2 : i1)));
|
||||
|
||||
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
|
||||
|
||||
// Get the edge expansion directions of both incident edges.
|
||||
vec2 edge_expand_dir_0 = get_aa1_triangle_expand_dir(vtx, other, opposite);
|
||||
vec2 edge_expand_dir_1 = get_aa1_triangle_expand_dir(vtx, opposite, other);
|
||||
|
||||
// Check if the corner is already filled by the expanded edges.
|
||||
// This happens if the expand directions are the same.
|
||||
// If so we output a degenerate triangle at this corner.
|
||||
bool corner_filled = all(equal(edge_expand_dir_0, edge_expand_dir_1));
|
||||
|
||||
// Nothing if corner is filled, otherwise opposite to the bisector of the corner angle.
|
||||
vec2 far_corner_dir = corner_filled ? vec2(0) : -normalize((pos_deltas[0] + pos_deltas[1]) / 2.0f);
|
||||
|
||||
// Determine the expand direction.
|
||||
vec2 expand_dir = is_near_corner ? vec2(0) : // No extrapolation
|
||||
is_far_corner ? far_corner_dir : // Opposite to the angle bisector of corner
|
||||
edge_expand_dir_0; // Standard AA1 edge expansion
|
||||
|
||||
// Do the actual extrapolation (no-op if expand_dir == 0).
|
||||
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
|
||||
|
||||
VSout.inv_cov = is_near_corner ? 0.0f : 1.0f; // Full coverage at near corner, otherwise none.
|
||||
|
||||
VSout.interior = 0u;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
gl_Position = vtx.p;
|
||||
VSout.t_float = vtx.t_float;
|
||||
VSout.t_int = vtx.t_int;
|
||||
VSout.c = vtx.c;
|
||||
}
|
||||
|
||||
#endif // VS_EXPAND
|
||||
|
||||
#endif // VERTEX_SHADER
|
||||
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
@@ -329,5 +329,33 @@ class Pc98ScsiBiosIsNotTheAppleCard(unittest.TestCase):
|
||||
self.assertIn("PC-98", path or "")
|
||||
|
||||
|
||||
class BundledFilesComeFromTheirOwnTree(unittest.TestCase):
|
||||
"""EmuCoreX was served NetherSX2's shaders and Supermodel-Dojo super3's
|
||||
Games.xml: the collection lacked their copies and the ties were broken by
|
||||
index order."""
|
||||
|
||||
CASES = (
|
||||
("emucorex", "tfx.glsl"),
|
||||
("emucorex", "fxaa.fx"),
|
||||
("emucorex", "GameIndex.yaml"),
|
||||
("supermodel-dojo", "Games.xml"),
|
||||
)
|
||||
|
||||
def test_each_resolves_to_its_owner(self):
|
||||
db_path = REPO_ROOT / "database.json"
|
||||
if not db_path.exists():
|
||||
self.skipTest("no database.json")
|
||||
db = load_database(str(db_path))
|
||||
profiles = load_emulator_profiles(str(REPO_ROOT / "emulators"))
|
||||
for owner, name in self.CASES:
|
||||
entry = next(e for e in profiles[owner]["files"] if e["name"] == name)
|
||||
with self.subTest(profile=owner, file=name):
|
||||
path, _status = resolve_local_file(
|
||||
dict(entry, source_profile=owner), db,
|
||||
dest_hint=entry.get("path") or entry.get("standalone_path") or "",
|
||||
)
|
||||
self.assertIn(f"/{owner}/", path or "")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
Reference in new issue
Block a user