Merge branch 'master' of https://github.com/singularity-viewer/SingularityViewer.git
This commit is contained in:
@@ -40,7 +40,7 @@
|
||||
</array>
|
||||
<key>tags</key>
|
||||
<array>
|
||||
<string>ShaderLoading</string>
|
||||
<!--string>ShaderLoading</string-->
|
||||
<string>Openjpeg</string>
|
||||
<!-- Debug output about messages received from plugins: -->
|
||||
<string>Plugin</string> <!-- Everything except what is listed below -->
|
||||
|
||||
@@ -8,7 +8,17 @@
|
||||
<string>settings_sh.xml</string>
|
||||
<string>settings_rlv.xml</string>
|
||||
</array>
|
||||
|
||||
<key>SinguOffsetScrollKeys</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Enable keys to modify camera and focus offsets</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>1</integer>
|
||||
</map>
|
||||
<key>PhoenixIMAnnounceStealFocus</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -210,17 +220,6 @@
|
||||
<integer>100</integer>
|
||||
</map>
|
||||
|
||||
<key>zmm_deffov</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Default field of viewer for right click mouse zoom.</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>F32</string>
|
||||
<key>Value</key>
|
||||
<real>1.0</real>
|
||||
</map>
|
||||
<key>zmm_mlfov</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -232,28 +231,6 @@
|
||||
<key>Value</key>
|
||||
<real>1</real>
|
||||
</map>
|
||||
<key>zmm_isinml</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>mouselook</string>
|
||||
<key>Persist</key>
|
||||
<integer>0</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>zmm_rightmousedown</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>insert rude comment here</string>
|
||||
<key>Persist</key>
|
||||
<integer>0</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
|
||||
<key>AllowLargeSounds</key>
|
||||
<map>
|
||||
@@ -786,6 +763,17 @@
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>LiruMouselookMenu</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Controls if holding Alt and right clicking in mouselook will bring up a menu</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<boolean>1</boolean>
|
||||
</map>
|
||||
<key>LiruNewARCLimit</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -868,6 +856,17 @@ Found in Advanced->Rendering->Info Displays</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>LiruUseContextMenus</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Use context menus instead of the default pie menus we all know and love.</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<boolean>0</boolean>
|
||||
</map>
|
||||
<key>SLBShowFPS</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -936,6 +935,17 @@ Found in Advanced->Rendering->Info Displays</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>FSSynchronizeTextureMaps</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Align texture maps (texture, bumpy, shiny) across the faces of a prim</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<boolean>1</boolean>
|
||||
</map>
|
||||
<key>InstantMessageLogPathAnyAccount</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -5703,6 +5713,39 @@ This should be as low as possible, but too low may break functionality</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>DefaultBlankNormalTexture</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Texture used as 'Blank' in texture picker for normal map. (UUID texture reference)</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>String</string>
|
||||
<key>Value</key>
|
||||
<string>5b53359e-59dd-d8a2-04c3-9e65134da47a</string>
|
||||
</map>
|
||||
<key>DefaultObjectNormalTexture</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Texture used as 'Default' in texture picker for normal map. (UUID texture reference)</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>String</string>
|
||||
<key>Value</key>
|
||||
<string>85f28839-7a1c-b4e3-d71d-967792970a7b</string>
|
||||
</map>
|
||||
<key>DefaultObjectSpecularTexture</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Texture used as 'Default' in texture picker for specular map. (UUID texture reference)</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>String</string>
|
||||
<key>Value</key>
|
||||
<string>87e0e8f7-8729-1ea8-cfc9-8915773009db</string>
|
||||
</map>
|
||||
<key>DefaultObjectTexture</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -13742,6 +13785,17 @@ This should be as low as possible, but too low may break functionality</string>
|
||||
<key>Value</key>
|
||||
<integer>1</integer>
|
||||
</map>
|
||||
<key>RevokePermsOnStopAnimation</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Clear animation permssions when choosing "Stop Animating Me"</string>
|
||||
<key>Persist</key>
|
||||
<integer>1</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>1</integer>
|
||||
</map>
|
||||
<key>RotateRight</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
@@ -17735,7 +17789,7 @@ This should be as low as possible, but too low may break functionality</string>
|
||||
<key>Type</key>
|
||||
<string>S32</string>
|
||||
<key>Value</key>
|
||||
<integer>1</integer>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
</map>
|
||||
</llsd>
|
||||
|
||||
@@ -277,7 +277,7 @@
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>1</integer>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>AscentShowOthersTagColor</key>
|
||||
<map>
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#define INDEXED 1
|
||||
#define NON_INDEXED 2
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -22,8 +22,6 @@
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
@@ -34,7 +34,7 @@ out vec4 frag_color;
|
||||
|
||||
#define FXAA_PC 1
|
||||
//#define FXAA_GLSL_130 1
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_QUALITY_M_PRESET 12
|
||||
|
||||
/*============================================================================
|
||||
|
||||
@@ -67,7 +67,7 @@ Example,
|
||||
|
||||
#define FXAA_PC 1
|
||||
#define FXAA_HLSL_5 1
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_QUALITY_M_PRESET 12
|
||||
|
||||
Or,
|
||||
|
||||
@@ -366,7 +366,7 @@ A. Or use FXAA_GREEN_AS_LUMA.
|
||||
/*============================================================================
|
||||
FXAA CONSOLE PS3 - TUNING KNOBS
|
||||
============================================================================*/
|
||||
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
|
||||
#ifndef FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS
|
||||
//
|
||||
// Consoles the sharpness of edges on PS3 only.
|
||||
// Non-PS3 tuning is done with shader input.
|
||||
@@ -380,17 +380,17 @@ A. Or use FXAA_GREEN_AS_LUMA.
|
||||
// 2.0 is really soft (good for vector graphics inputs)
|
||||
//
|
||||
#if 1
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
|
||||
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 8.0
|
||||
#endif
|
||||
#if 0
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
|
||||
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 4.0
|
||||
#endif
|
||||
#if 0
|
||||
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
|
||||
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 2.0
|
||||
#endif
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
|
||||
#ifndef FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD
|
||||
//
|
||||
// Only effects PS3.
|
||||
// Non-PS3 tuning is done with shader input.
|
||||
@@ -408,9 +408,9 @@ A. Or use FXAA_GREEN_AS_LUMA.
|
||||
// 0.25 leaves more aliasing, and is sharper
|
||||
//
|
||||
#if 1
|
||||
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
|
||||
#define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.125
|
||||
#else
|
||||
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
|
||||
#define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.25
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -419,7 +419,7 @@ A. Or use FXAA_GREEN_AS_LUMA.
|
||||
------------------------------------------------------------------------------
|
||||
NOTE the other tuning knobs are now in the shader function inputs!
|
||||
============================================================================*/
|
||||
#ifndef FXAA_QUALITY__PRESET
|
||||
#ifndef FXAA_QUALITY_M_PRESET
|
||||
//
|
||||
// Choose the quality preset.
|
||||
// This needs to be compiled into the shader as it effects code.
|
||||
@@ -440,7 +440,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
// _ = the lowest digit is directly related to performance
|
||||
// _ = the highest digit is directly related to style
|
||||
//
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_QUALITY_M_PRESET 12
|
||||
#endif
|
||||
|
||||
|
||||
@@ -453,198 +453,198 @@ NOTE the other tuning knobs are now in the shader function inputs!
|
||||
/*============================================================================
|
||||
FXAA QUALITY - MEDIUM DITHER PRESETS
|
||||
============================================================================*/
|
||||
#if (FXAA_QUALITY__PRESET == 10)
|
||||
#define FXAA_QUALITY__PS 3
|
||||
#define FXAA_QUALITY__P0 1.5
|
||||
#define FXAA_QUALITY__P1 3.0
|
||||
#define FXAA_QUALITY__P2 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 10)
|
||||
#define FXAA_QUALITY_M_PS 3
|
||||
#define FXAA_QUALITY_M_P0 1.5
|
||||
#define FXAA_QUALITY_M_P1 3.0
|
||||
#define FXAA_QUALITY_M_P2 12.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 11)
|
||||
#define FXAA_QUALITY__PS 4
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 3.0
|
||||
#define FXAA_QUALITY__P3 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 11)
|
||||
#define FXAA_QUALITY_M_PS 4
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 3.0
|
||||
#define FXAA_QUALITY_M_P3 12.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 12)
|
||||
#define FXAA_QUALITY__PS 5
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 4.0
|
||||
#define FXAA_QUALITY__P4 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 12)
|
||||
#define FXAA_QUALITY_M_PS 5
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 4.0
|
||||
#define FXAA_QUALITY_M_P4 12.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 13)
|
||||
#define FXAA_QUALITY__PS 6
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 4.0
|
||||
#define FXAA_QUALITY__P5 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 13)
|
||||
#define FXAA_QUALITY_M_PS 6
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 4.0
|
||||
#define FXAA_QUALITY_M_P5 12.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 14)
|
||||
#define FXAA_QUALITY__PS 7
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 4.0
|
||||
#define FXAA_QUALITY__P6 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 14)
|
||||
#define FXAA_QUALITY_M_PS 7
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 4.0
|
||||
#define FXAA_QUALITY_M_P6 12.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 15)
|
||||
#define FXAA_QUALITY__PS 8
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 4.0
|
||||
#define FXAA_QUALITY__P7 12.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 15)
|
||||
#define FXAA_QUALITY_M_PS 8
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 4.0
|
||||
#define FXAA_QUALITY_M_P7 12.0
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
FXAA QUALITY - LOW DITHER PRESETS
|
||||
============================================================================*/
|
||||
#if (FXAA_QUALITY__PRESET == 20)
|
||||
#define FXAA_QUALITY__PS 3
|
||||
#define FXAA_QUALITY__P0 1.5
|
||||
#define FXAA_QUALITY__P1 2.0
|
||||
#define FXAA_QUALITY__P2 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 20)
|
||||
#define FXAA_QUALITY_M_PS 3
|
||||
#define FXAA_QUALITY_M_P0 1.5
|
||||
#define FXAA_QUALITY_M_P1 2.0
|
||||
#define FXAA_QUALITY_M_P2 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 21)
|
||||
#define FXAA_QUALITY__PS 4
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 21)
|
||||
#define FXAA_QUALITY_M_PS 4
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 22)
|
||||
#define FXAA_QUALITY__PS 5
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 22)
|
||||
#define FXAA_QUALITY_M_PS 5
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 23)
|
||||
#define FXAA_QUALITY__PS 6
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 23)
|
||||
#define FXAA_QUALITY_M_PS 6
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 24)
|
||||
#define FXAA_QUALITY__PS 7
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 3.0
|
||||
#define FXAA_QUALITY__P6 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 24)
|
||||
#define FXAA_QUALITY_M_PS 7
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 3.0
|
||||
#define FXAA_QUALITY_M_P6 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 25)
|
||||
#define FXAA_QUALITY__PS 8
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 4.0
|
||||
#define FXAA_QUALITY__P7 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 25)
|
||||
#define FXAA_QUALITY_M_PS 8
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 4.0
|
||||
#define FXAA_QUALITY_M_P7 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 26)
|
||||
#define FXAA_QUALITY__PS 9
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 4.0
|
||||
#define FXAA_QUALITY__P8 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 26)
|
||||
#define FXAA_QUALITY_M_PS 9
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 2.0
|
||||
#define FXAA_QUALITY_M_P7 4.0
|
||||
#define FXAA_QUALITY_M_P8 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 27)
|
||||
#define FXAA_QUALITY__PS 10
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 2.0
|
||||
#define FXAA_QUALITY__P8 4.0
|
||||
#define FXAA_QUALITY__P9 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 27)
|
||||
#define FXAA_QUALITY_M_PS 10
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 2.0
|
||||
#define FXAA_QUALITY_M_P7 2.0
|
||||
#define FXAA_QUALITY_M_P8 4.0
|
||||
#define FXAA_QUALITY_M_P9 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 28)
|
||||
#define FXAA_QUALITY__PS 11
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 2.0
|
||||
#define FXAA_QUALITY__P8 2.0
|
||||
#define FXAA_QUALITY__P9 4.0
|
||||
#define FXAA_QUALITY__P10 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 28)
|
||||
#define FXAA_QUALITY_M_PS 11
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 2.0
|
||||
#define FXAA_QUALITY_M_P7 2.0
|
||||
#define FXAA_QUALITY_M_P8 2.0
|
||||
#define FXAA_QUALITY_M_P9 4.0
|
||||
#define FXAA_QUALITY_M_P10 8.0
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PRESET == 29)
|
||||
#define FXAA_QUALITY__PS 12
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.5
|
||||
#define FXAA_QUALITY__P2 2.0
|
||||
#define FXAA_QUALITY__P3 2.0
|
||||
#define FXAA_QUALITY__P4 2.0
|
||||
#define FXAA_QUALITY__P5 2.0
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 2.0
|
||||
#define FXAA_QUALITY__P8 2.0
|
||||
#define FXAA_QUALITY__P9 2.0
|
||||
#define FXAA_QUALITY__P10 4.0
|
||||
#define FXAA_QUALITY__P11 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 29)
|
||||
#define FXAA_QUALITY_M_PS 12
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.5
|
||||
#define FXAA_QUALITY_M_P2 2.0
|
||||
#define FXAA_QUALITY_M_P3 2.0
|
||||
#define FXAA_QUALITY_M_P4 2.0
|
||||
#define FXAA_QUALITY_M_P5 2.0
|
||||
#define FXAA_QUALITY_M_P6 2.0
|
||||
#define FXAA_QUALITY_M_P7 2.0
|
||||
#define FXAA_QUALITY_M_P8 2.0
|
||||
#define FXAA_QUALITY_M_P9 2.0
|
||||
#define FXAA_QUALITY_M_P10 4.0
|
||||
#define FXAA_QUALITY_M_P11 8.0
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
FXAA QUALITY - EXTREME QUALITY
|
||||
============================================================================*/
|
||||
#if (FXAA_QUALITY__PRESET == 39)
|
||||
#define FXAA_QUALITY__PS 12
|
||||
#define FXAA_QUALITY__P0 1.0
|
||||
#define FXAA_QUALITY__P1 1.0
|
||||
#define FXAA_QUALITY__P2 1.0
|
||||
#define FXAA_QUALITY__P3 1.0
|
||||
#define FXAA_QUALITY__P4 1.0
|
||||
#define FXAA_QUALITY__P5 1.5
|
||||
#define FXAA_QUALITY__P6 2.0
|
||||
#define FXAA_QUALITY__P7 2.0
|
||||
#define FXAA_QUALITY__P8 2.0
|
||||
#define FXAA_QUALITY__P9 2.0
|
||||
#define FXAA_QUALITY__P10 4.0
|
||||
#define FXAA_QUALITY__P11 8.0
|
||||
#if (FXAA_QUALITY_M_PRESET == 39)
|
||||
#define FXAA_QUALITY_M_PS 12
|
||||
#define FXAA_QUALITY_M_P0 1.0
|
||||
#define FXAA_QUALITY_M_P1 1.0
|
||||
#define FXAA_QUALITY_M_P2 1.0
|
||||
#define FXAA_QUALITY_M_P3 1.0
|
||||
#define FXAA_QUALITY_M_P4 1.0
|
||||
#define FXAA_QUALITY_M_P5 1.5
|
||||
#define FXAA_QUALITY_M_P6 2.0
|
||||
#define FXAA_QUALITY_M_P7 2.0
|
||||
#define FXAA_QUALITY_M_P8 2.0
|
||||
#define FXAA_QUALITY_M_P9 2.0
|
||||
#define FXAA_QUALITY_M_P10 4.0
|
||||
#define FXAA_QUALITY_M_P11 8.0
|
||||
#endif
|
||||
|
||||
|
||||
@@ -869,7 +869,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
|
||||
// Use FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only three safe values here: 2 and 4 and 8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
@@ -883,7 +883,7 @@ FxaaFloat4 FxaaPixelShader(
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
|
||||
// Use FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 1/4 and 1/8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
@@ -1041,11 +1041,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if( horzSpan) posB.y += lengthSign * 0.5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 posN;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
|
||||
posN.x = posB.x - offNP.x * FXAA_QUALITY_M_P0;
|
||||
posN.y = posB.y - offNP.y * FXAA_QUALITY_M_P0;
|
||||
FxaaFloat2 posP;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
|
||||
posP.x = posB.x + offNP.x * FXAA_QUALITY_M_P0;
|
||||
posP.y = posB.y + offNP.y * FXAA_QUALITY_M_P0;
|
||||
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
||||
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
||||
FxaaFloat subpixE = subpixC * subpixC;
|
||||
@@ -1061,11 +1061,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
lumaEndP -= lumaNN * 0.5;
|
||||
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
||||
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P1;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P1;
|
||||
FxaaBool doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P1;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P1;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
@@ -1074,13 +1074,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P2;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P2;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P2;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P2;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 3)
|
||||
#if (FXAA_QUALITY_M_PS > 3)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1088,13 +1088,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P3;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P3;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P3;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P3;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 4)
|
||||
#if (FXAA_QUALITY_M_PS > 4)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1102,13 +1102,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P4;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P4;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P4;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P4;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 5)
|
||||
#if (FXAA_QUALITY_M_PS > 5)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1116,13 +1116,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P5;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P5;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P5;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P5;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 6)
|
||||
#if (FXAA_QUALITY_M_PS > 6)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1130,13 +1130,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P6;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P6;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P6;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P6;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 7)
|
||||
#if (FXAA_QUALITY_M_PS > 7)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1144,13 +1144,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P7;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P7;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P7;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P7;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 8)
|
||||
#if (FXAA_QUALITY_M_PS > 8)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1158,13 +1158,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
||||
doneN = abs(lumaEndN) >= gradientScaled;
|
||||
doneP = abs(lumaEndP) >= gradientScaled;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P8;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P8;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P8;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P8;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 9)
|
||||
#if (FXAA_QUALITY_M_PS > 9)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1172,13 +1172,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P9;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P9;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P9;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P9;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 10)
|
||||
#if (FXAA_QUALITY_M_PS > 10)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1186,13 +1186,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P10;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P10;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P10;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P10;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 11)
|
||||
#if (FXAA_QUALITY_M_PS > 11)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1200,13 +1200,13 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P11;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P11;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P11;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P11;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_QUALITY__PS > 12)
|
||||
#if (FXAA_QUALITY_M_PS > 12)
|
||||
if(doneNP) {
|
||||
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
||||
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
||||
@@ -1214,11 +1214,11 @@ FxaaFloat4 FxaaPixelShader(
|
||||
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;
|
||||
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P12;
|
||||
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P12;
|
||||
doneNP = (!doneN) || (!doneP);
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
|
||||
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P12;
|
||||
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P12;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
}
|
||||
#endif
|
||||
@@ -1291,9 +1291,9 @@ FxaaFloat4 FxaaPixelShader(
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Instead of using this on PC, I'd suggest just using FXAA Quality with
|
||||
#define FXAA_QUALITY__PRESET 10
|
||||
#define FXAA_QUALITY_M_PRESET 10
|
||||
Or
|
||||
#define FXAA_QUALITY__PRESET 20
|
||||
#define FXAA_QUALITY_M_PRESET 20
|
||||
Either are higher qualilty and almost as fast as this on modern PC GPUs.
|
||||
============================================================================*/
|
||||
#if (FXAA_PC_CONSOLE == 1)
|
||||
@@ -1704,7 +1704,7 @@ half4 FxaaPixelShader(
|
||||
// (5)
|
||||
half4 dir1_pos;
|
||||
dir1_pos.xy = normalize(dir.xyz).xz;
|
||||
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
||||
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (6)
|
||||
half4 dir2_pos;
|
||||
@@ -2019,7 +2019,7 @@ half4 FxaaPixelShader(
|
||||
// (6)
|
||||
half4 dir1_pos;
|
||||
dir1_pos.xy = normalize(dir).xz;
|
||||
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
|
||||
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (7)
|
||||
half4 dir2_pos;
|
||||
@@ -2061,7 +2061,7 @@ half4 FxaaPixelShader(
|
||||
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
|
||||
half4 rgby2;
|
||||
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
|
||||
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
|
||||
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
// (12)
|
||||
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -31,8 +31,8 @@ out vec4 frag_color;
|
||||
|
||||
//class 1 -- no shadows
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
//class 1, no shadow, no SSAO, should never be called
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
*/
|
||||
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_data[3];
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -29,7 +29,7 @@ out vec4 frag_color;
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2D glowMap;
|
||||
uniform sampler2DRect screenMap;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
//#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
|
||||
Reference in New Issue
Block a user