Full Template for ticket #1

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DavidWyand-GG 2012-09-19 11:54:25 -04:00
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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define FXAA_PC 1
#define FXAA_HLSL_3 1
#define FXAA_QUALITY__PRESET 12
#define FXAA_GREEN_AS_LUMA 1
#include "Fxaa3_11.h"
#include "../postFx.hlsl"
struct VertToPix
{
float4 hpos : POSITION;
float2 uv0 : TEXCOORD0;
};
uniform sampler2D colorTex : register(S0);
uniform float2 oneOverTargetSize;
float4 main( VertToPix IN ) : COLOR
{
return FxaaPixelShader(
IN.uv0, // vertex position
0, // Unused... console stuff
colorTex, // The color back buffer
colorTex, // Used for 360 optimization
colorTex, // Used for 360 optimization
oneOverTargetSize,
0, // Unused... console stuff
0, // Unused... console stuff
0, // Unused... console stuff
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__SUBPIX define.
// It is here now to allow easier tuning.
// Choose the amount of sub-pixel aliasing removal.
// This can effect sharpness.
// 1.00 - upper limit (softer)
// 0.75 - default amount of filtering
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
// 0.25 - almost off
// 0.00 - completely off
0.75,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// The minimum amount of local contrast required to apply algorithm.
// 0.333 - too little (faster)
// 0.250 - low quality
// 0.166 - default
// 0.125 - high quality
// 0.063 - overkill (slower)
0.166,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
// 0.0625 - high quality (faster)
// 0.0312 - visible limit (slower)
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
0,
//
// Only used on FXAA Console.
// 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.
// 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.
// For all other platforms can be a non-power of two.
// 8.0 is sharper (default!!!)
// 4.0 is softer
// 2.0 is really soft (good only for vector graphics inputs)
8,
0, // Unused... console stuff
0, // Unused... console stuff
0 // Unused... console stuff
);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../../torque.hlsl"
#include "./../postFX.hlsl"
struct VertToPix
{
float4 hpos : POSITION;
float2 uv0 : TEXCOORD0;
};
uniform float4 rtParams0;
VertToPix main( PFXVert IN )
{
VertToPix OUT;
OUT.hpos = IN.pos;
OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
return OUT;
}