|
#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 |
|
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