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Film_FXAA_13_quality.pix File Reference

This file is loaded at runtime by Film.cpp. More...

Classes

class  glsl::Film_FXAA_13_quality_pix
 
This file is loaded at runtime by Film.cpp More...
 

Namespaces

 glsl
 

Macros

#define float2   vec2
 
#define float3   vec3
 
#define float4   vec4
 
#define FXAA_DEBUG   0
 
#define FXAA_DEBUG_HORZVERT   0
 
#define FXAA_DEBUG_NEGPOS   0
 
#define FXAA_DEBUG_OFFSET   0
 
#define FXAA_DEBUG_PAIR   0
 
#define FXAA_DEBUG_PASSTHROUGH   0
 
#define FXAA_EDGE_THRESHOLD   (1.0/8.0)
 
#define FXAA_EDGE_THRESHOLD_MIN   (1.0/24.0)
 
#define FXAA_GLSL_120   0
 
#define FXAA_GLSL_130   1
 
#define FXAA_HLSL_3   0
 
#define FXAA_HLSL_4   0
 
#define FXAA_PRESET   3
 
#define FXAA_SEARCH_ACCELERATION   1
 
#define FXAA_SEARCH_STEPS   16
 
#define FXAA_SEARCH_THRESHOLD   (1.0/4.0)
 
#define FXAA_SRGB_ROP   0
 
#define FXAA_SUBPIX   1
 
#define FXAA_SUBPIX_CAP   (3.0/4.0)
 
#define FXAA_SUBPIX_FASTER   0
 
#define FXAA_SUBPIX_TRIM   (1.0/4.0)
 
#define FXAA_SUBPIX_TRIM_SCALE   (1.0/(1.0 - FXAA_SUBPIX_TRIM))
 
#define FxaaBool2Float(a)   mix(0.0, 1.0, (a))
 
#define FxaaBool3   bvec3
 
#define FxaaFloat2   vec2
 
#define FxaaFloat3   vec3
 
#define FxaaFloat4   vec4
 
#define FxaaInt2   ivec2
 
#define FxaaPow3(x, y)   pow(x, y)
 
#define FxaaSel3(f, t, b)   mix((f), (t), (b))
 
#define FxaaTex   sampler2D
 
#define FxaaTexLod0(t, p)   textureLod(t, p, 0.0)
 
#define FxaaTexOff(t, p, o, r)   textureLodOffset(t, p, 0.0, o)
 
#define FxaaToFloat3(a)   FxaaFloat3((a), (a), (a))
 
#define int2   ivec2
 

Detailed Description

This file is loaded at runtime by Film.cpp.

Copyright (c) 2010 NVIDIA Corporation. All rights reserved.

TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

Referenced Code: Timothy Lottes

G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License

Macro Definition Documentation

◆ float2

#define float2   vec2

◆ float3

#define float3   vec3

◆ float4

#define float4   vec4

◆ FXAA_DEBUG

#define FXAA_DEBUG   0

◆ FXAA_DEBUG_HORZVERT

#define FXAA_DEBUG_HORZVERT   0

◆ FXAA_DEBUG_NEGPOS

#define FXAA_DEBUG_NEGPOS   0

◆ FXAA_DEBUG_OFFSET

#define FXAA_DEBUG_OFFSET   0

◆ FXAA_DEBUG_PAIR

#define FXAA_DEBUG_PAIR   0

◆ FXAA_DEBUG_PASSTHROUGH

#define FXAA_DEBUG_PASSTHROUGH   0

◆ FXAA_EDGE_THRESHOLD

#define FXAA_EDGE_THRESHOLD   (1.0/8.0)

◆ FXAA_EDGE_THRESHOLD_MIN

#define FXAA_EDGE_THRESHOLD_MIN   (1.0/24.0)

◆ FXAA_GLSL_120

#define FXAA_GLSL_120   0

◆ FXAA_GLSL_130

#define FXAA_GLSL_130   1

◆ FXAA_HLSL_3

#define FXAA_HLSL_3   0

◆ FXAA_HLSL_4

#define FXAA_HLSL_4   0

◆ FXAA_PRESET

#define FXAA_PRESET   3

◆ FXAA_SEARCH_ACCELERATION

#define FXAA_SEARCH_ACCELERATION   1

◆ FXAA_SEARCH_STEPS

#define FXAA_SEARCH_STEPS   16

◆ FXAA_SEARCH_THRESHOLD

#define FXAA_SEARCH_THRESHOLD   (1.0/4.0)

◆ FXAA_SRGB_ROP

#define FXAA_SRGB_ROP   0

◆ FXAA_SUBPIX

#define FXAA_SUBPIX   1

◆ FXAA_SUBPIX_CAP

#define FXAA_SUBPIX_CAP   (3.0/4.0)

◆ FXAA_SUBPIX_FASTER

#define FXAA_SUBPIX_FASTER   0

◆ FXAA_SUBPIX_TRIM

#define FXAA_SUBPIX_TRIM   (1.0/4.0)

◆ FXAA_SUBPIX_TRIM_SCALE

#define FXAA_SUBPIX_TRIM_SCALE   (1.0/(1.0 - FXAA_SUBPIX_TRIM))

◆ FxaaBool2Float

#define FxaaBool2Float (   a)    mix(0.0, 1.0, (a))

◆ FxaaBool3

#define FxaaBool3   bvec3

◆ FxaaFloat2

#define FxaaFloat2   vec2

◆ FxaaFloat3

#define FxaaFloat3   vec3

◆ FxaaFloat4

#define FxaaFloat4   vec4

◆ FxaaInt2

#define FxaaInt2   ivec2

◆ FxaaPow3

#define FxaaPow3 (   x,
 
)    pow(x, y)

◆ FxaaSel3

#define FxaaSel3 (   f,
  t,
 
)    mix((f), (t), (b))

◆ FxaaTex

#define FxaaTex   sampler2D

◆ FxaaTexLod0

#define FxaaTexLod0 (   t,
 
)    textureLod(t, p, 0.0)

◆ FxaaTexOff

#define FxaaTexOff (   t,
  p,
  o,
 
)    textureLodOffset(t, p, 0.0, o)

◆ FxaaToFloat3

#define FxaaToFloat3 (   a)    FxaaFloat3((a), (a), (a))

◆ int2

#define int2   ivec2

documentation generated on Wed Nov 24 2021 08:01:50 using doxygen 1.8.15