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Full Template for ticket #1
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Templates/Full/game/shaders/common/postFx/fxaa/Fxaa3_11.h
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Templates/Full/game/shaders/common/postFx/fxaa/Fxaa3_11.h
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Templates/Full/game/shaders/common/postFx/fxaa/fxaaP.hlsl
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Templates/Full/game/shaders/common/postFx/fxaa/fxaaP.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#define FXAA_PC 1
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#define FXAA_HLSL_3 1
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#define FXAA_QUALITY__PRESET 12
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#define FXAA_GREEN_AS_LUMA 1
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#include "Fxaa3_11.h"
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#include "../postFx.hlsl"
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struct VertToPix
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{
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float4 hpos : POSITION;
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float2 uv0 : TEXCOORD0;
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};
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uniform sampler2D colorTex : register(S0);
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uniform float2 oneOverTargetSize;
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float4 main( VertToPix IN ) : COLOR
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{
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return FxaaPixelShader(
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IN.uv0, // vertex position
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0, // Unused... console stuff
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colorTex, // The color back buffer
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colorTex, // Used for 360 optimization
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colorTex, // Used for 360 optimization
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oneOverTargetSize,
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0, // Unused... console stuff
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0, // Unused... console stuff
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0, // Unused... console stuff
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__SUBPIX define.
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// It is here now to allow easier tuning.
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// Choose the amount of sub-pixel aliasing removal.
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// This can effect sharpness.
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// 1.00 - upper limit (softer)
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// 0.75 - default amount of filtering
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// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
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// 0.25 - almost off
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// 0.00 - completely off
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0.75,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// The minimum amount of local contrast required to apply algorithm.
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// 0.333 - too little (faster)
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// 0.250 - low quality
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// 0.166 - default
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// 0.125 - high quality
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// 0.063 - overkill (slower)
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0.166,
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//
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// Only used on FXAA Quality.
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// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// 0.0833 - upper limit (default, the start of visible unfiltered edges)
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// 0.0625 - high quality (faster)
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// 0.0312 - visible limit (slower)
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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0,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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8,
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0, // Unused... console stuff
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0, // Unused... console stuff
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0 // Unused... console stuff
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);
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}
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42
Templates/Full/game/shaders/common/postFx/fxaa/fxaaV.hlsl
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Templates/Full/game/shaders/common/postFx/fxaa/fxaaV.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./../../torque.hlsl"
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#include "./../postFX.hlsl"
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struct VertToPix
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{
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float4 hpos : POSITION;
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float2 uv0 : TEXCOORD0;
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};
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uniform float4 rtParams0;
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VertToPix main( PFXVert IN )
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{
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VertToPix OUT;
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OUT.hpos = IN.pos;
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OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
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return OUT;
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}
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