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Diffstat (limited to 'source/blender/draw/intern/shaders/common_fxaa_lib.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_fxaa_lib.glsl194
1 files changed, 97 insertions, 97 deletions
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
index 9eaba00988d..a87b4558227 100644
--- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
@@ -1,36 +1,36 @@
-//----------------------------------------------------------------------------------
-// File: es3-kepler\FXAA/FXAA3_11.h
-// SDK Version: v3.00
-// Email: gameworks@nvidia.com
-// Site: http://developer.nvidia.com/
-//
-// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
-//
-// Redistribution and use in source and binary forms, with or without
-// modification, are permitted provided that the following conditions
-// are met:
-// * Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-// * Redistributions in binary form must reproduce the above copyright
-// notice, this list of conditions and the following disclaimer in the
-// documentation and/or other materials provided with the distribution.
-// * Neither the name of NVIDIA CORPORATION nor the names of its
-// contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
-// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
-// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
-// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
-// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
-// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-//
-//----------------------------------------------------------------------------------
+/* ---------------------------------------------------------------------------------
+ * File: es3-kepler\FXAA/FXAA3_11.h
+ * SDK Version: v3.00
+ * Email: gameworks@nvidia.com
+ * Site: http://developer.nvidia.com/
+ *
+ * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
+ * contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * --------------------------------------------------------------------------------- */
/* BLENDER MODIFICATIONS:
*
@@ -54,26 +54,26 @@
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY__PRESET
-//
-// Choose the quality preset.
-// This needs to be compiled into the shader as it effects code.
-// Best option to include multiple presets is to
-// in each shader define the preset, then include this file.
-//
-// OPTIONS
-// -----------------------------------------------------------------------
-// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
-// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
-// 39 - no dither, very expensive
-//
-// NOTES
-// -----------------------------------------------------------------------
-// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
-// 13 = about same speed as FXAA 3.9 and better than 12
-// 23 = closest to FXAA 3.9 visually and performance wise
-// _ = the lowest digit is directly related to performance
-// _ = the highest digit is directly related to style
-//
+/*
+ * Choose the quality preset.
+ * This needs to be compiled into the shader as it effects code.
+ * Best option to include multiple presets is to
+ * in each shader define the preset, then include this file.
+ *
+ * OPTIONS
+ * -----------------------------------------------------------------------
+ * 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+ * 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+ * 39 - no dither, very expensive
+ *
+ * NOTES
+ * -----------------------------------------------------------------------
+ * 12 = slightly faster than FXAA 3.9 and higher edge quality (default)
+ * 13 = about same speed as FXAA 3.9 and better than 12
+ * 23 = closest to FXAA 3.9 visually and performance wise
+ * _ = the lowest digit is directly related to performance
+ * _ = the highest digit is directly related to style
+ */
# define FXAA_QUALITY__PRESET 12
#endif
@@ -296,9 +296,9 @@ NOTE the other tuning knobs are now in the shader function inputs!
/* (#B1#) */
float FxaaLuma(vec4 rgba)
{
- // note: sqrt because the sampled colors are in a linear colorspace!
- // this approximates a perceptual conversion, which is good enough for the
- // algorithm
+ /* note: sqrt because the sampled colors are in a linear colorspace!
+ * this approximates a perceptual conversion, which is good enough for the
+ * algorithm */
return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
}
@@ -311,51 +311,51 @@ float FxaaLuma(vec4 rgba)
============================================================================*/
/*--------------------------------------------------------------------------*/
vec4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
+ /*
+ * Use noperspective interpolation here (turn off perspective interpolation).
+ * {xy} = center of pixel */
vec2 pos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
+ /*
+ * Input color texture.
+ * {rgb_} = color in linear or perceptual color space */
sampler2D tex,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
+ /*
+ * Only used on FXAA Quality.
+ * This must be from a constant/uniform.
+ * {x_} = 1.0/screenWidthInPixels
+ * {_y} = 1.0/screenHeightInPixels */
vec2 fxaaQualityRcpFrame,
- //
- // 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
+ /*
+ * 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 */
float fxaaQualitySubpix,
- //
- // 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)
+ /*
+ * 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) */
float fxaaQualityEdgeThreshold,
- //
- // 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)
+ /*
+ * 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) */
float fxaaQualityEdgeThresholdMin)
{
/*--------------------------------------------------------------------------*/
@@ -363,7 +363,7 @@ vec4 FxaaPixelShader(
posM.x = pos.x;
posM.y = pos.y;
vec4 rgbyM = FxaaTexTop(tex, posM);
- float lumaM = FxaaLuma(rgbyM); // (#B4#)
+ float lumaM = FxaaLuma(rgbyM); /* (#B4#) */
float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, 1), fxaaQualityRcpFrame.xy));
float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 0), fxaaQualityRcpFrame.xy));
float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, -1), fxaaQualityRcpFrame.xy));