G3D version of FXAA.
More...
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float | FxaaLuma (vec4 rgba) |
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vec4 | FxaaPixelShader (vec2 pos, vec4 fxaaConsolePosPos, sampler2D tex, sampler2D fxaaConsole360TexExpBiasNegOne, sampler2D fxaaConsole360TexExpBiasNegTwo, vec2 fxaaQualityRcpFrame, vec4 fxaaConsoleRcpFrameOpt, vec4 fxaaConsoleRcpFrameOpt2, vec4 fxaaConsole360RcpFrameOpt2, float fxaaQualitySubpix, float fxaaQualityEdgeThreshold, float fxaaQualityEdgeThresholdMin, float fxaaConsoleEdgeSharpness, float fxaaConsoleEdgeThreshold, float fxaaConsoleEdgeThresholdMin, vec4 fxaaConsole360ConstDir) |
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void | main () |
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float | square (float x) |
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| uniform_Texture (sampler2D, sourceTexture_) |
| RGBA8, with values already in sRGB space and true (sRGB) luma in A. More...
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G3D version of FXAA.
See copyright and warranty statement below.
◆ FxaaLuma()
float glsl::Film_FXAA_13_performance_pix::FxaaLuma |
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vec4 |
rgba | ) |
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inline |
◆ FxaaPixelShader()
vec4 glsl::Film_FXAA_13_performance_pix::FxaaPixelShader |
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vec2 |
pos, |
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vec4 |
fxaaConsolePosPos, |
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sampler2D |
tex, |
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sampler2D |
fxaaConsole360TexExpBiasNegOne, |
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sampler2D |
fxaaConsole360TexExpBiasNegTwo, |
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vec2 |
fxaaQualityRcpFrame, |
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vec4 |
fxaaConsoleRcpFrameOpt, |
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vec4 |
fxaaConsoleRcpFrameOpt2, |
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vec4 |
fxaaConsole360RcpFrameOpt2, |
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float |
fxaaQualitySubpix, |
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float |
fxaaQualityEdgeThreshold, |
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float |
fxaaQualityEdgeThresholdMin, |
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float |
fxaaConsoleEdgeSharpness, |
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float |
fxaaConsoleEdgeThreshold, |
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float |
fxaaConsoleEdgeThresholdMin, |
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vec4 |
fxaaConsole360ConstDir |
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) |
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inline |
◆ main()
void glsl::Film_FXAA_13_performance_pix::main |
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void |
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inline |
◆ square()
float glsl::Film_FXAA_13_performance_pix::square |
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float |
x | ) |
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inline |
◆ uniform_Texture()
glsl::Film_FXAA_13_performance_pix::uniform_Texture |
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sampler2D |
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sourceTexture_ |
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) |
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RGBA8, with values already in sRGB space and true (sRGB) luma in A.
Must have a BILINEAR_NO_MIPMAP configuration
◆ g3d_TexCoord
in vec2 glsl::Film_FXAA_13_performance_pix::g3d_TexCoord |