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//------------------------------------------------------------------------------------// SAGE (Great effect's for GTA::SA)

// FXAA antialiasing
// Copyright 2014 (c)
// Settings by Hollow Man
//------------------------------------------------------------------------------------//------------------------------------------------------------------------------------// Defines
//------------------------------------------------------------------------------------//#define AA_MODE_0
//#define AA_MODE_1
#define AA_MODE_2
//------------------------------------------------------------------------------------// Vectors, floats and etc.
//------------------------------------------------------------------------------------static const float ScreenScaleY;
static const float ScreenSize;
float _OffsetScale = 0.2;
float _BlurRadius = 18.0;
float2 texel = {0.0009765625,0.00130208333333333333333333333333};
//------------------------------------------------------------------------------------// Textures
//------------------------------------------------------------------------------------texture2D texColor;
//------------------------------------------------------------------------------------// Functions
//------------------------------------------------------------------------------------float Luminance( float3 c )
{
return dot( c, float3(0.22, 0.707, 0.071) );
}
//------------------------------------------------------------------------------------// Sampler Inputs
//------------------------------------------------------------------------------------sampler2D InputSampler = sampler_state
{

Texture = (texColor);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST_SSAA
{
float4 vpos : POSITION;
float2 uv[5] : TEXCOORD0;
};
struct VS_OUTPUT_POST_NFAA
{
float4 vpos : POSITION;
float2 uv[8] : TEXCOORD0;
};
//------------------------------------------------------------------------------------// Functions
//------------------------------------------------------------------------------------//------------------------------------------------------------------------------------// Vertex Shader Input
//------------------------------------------------------------------------------------VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
VS_OUTPUT_POST_SSAA VS_PostProcessSSAA(VS_INPUT_POST IN)

{
VS_OUTPUT_POST_SSAA o;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
o.vpos=pos;
float2 uv = IN.txcoord.xy;
float w = 1.75;
float2 up = float2(0.0, texel.y) * w;
float2 right = float2(texel.x, 0.0) * w;
o.uv[0].xy
o.uv[1].xy
o.uv[2].xy
o.uv[3].xy

=
=
=
=

uv
uv
uv
uv

+
+

up;
right;
right;
up;

o.uv[4].xy = uv;
return o;
}
VS_OUTPUT_POST_NFAA VS_PostProcessNFAA(VS_INPUT_POST IN)
{
VS_OUTPUT_POST_NFAA o;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
o.vpos=pos;
float2 uv = IN.txcoord.xy;
float2 up = float2(0.0, texel.y) * _OffsetScale;
float2 right = float2(texel.x, 0.0) * _OffsetScale;
o.uv[0].xy
o.uv[1].xy
o.uv[2].xy
o.uv[3].xy
o.uv[4].xy
o.uv[5].xy
o.uv[6].xy
o.uv[7].xy

=
=
=
=
=
=
=
=

uv
uv
uv
uv
uv
uv
uv
uv

+
+
+
+

up;
up;
right;
right;
right + up;
right -up;
right + up;
right -up;

return o;
}
//------------------------------------------------------------------------------------// Pixel Shader Effects
//------------------------------------------------------------------------------------//------------------------------------------------------------------------------------//AntiAliasing
//------------------------------------------------------------------------------------float4 SSAA(VS_OUTPUT_POST_SSAA i, float2 vPos : VPOS) : COLOR

{
float4 outColor;
float t =
float
float
float

Luminance( tex2D( InputSampler, i.uv[0] ).xyz );


l = Luminance( tex2D( InputSampler, i.uv[1] ).xyz);
r = Luminance( tex2D( InputSampler, i.uv[2] ).xyz);
b = Luminance( tex2D( InputSampler, i.uv[3] ).xyz);

float2 n = float2( -( t - b ), r - l );
float nl = length( n );
if ( nl < (1.0 / 16.0) )
outColor = tex2D( InputSampler, i.uv[4] );
else {
n *= texel.xy / nl;
float4 o = tex2D( InputSampler, i.uv[4]);
float4 t0 = tex2D( InputSampler, i.uv[4] + n * 0.5) * 0.
9;
float4 t1 = tex2D( InputSampler, i.uv[4] - n * 0.5) * 0.
9;
float4 t2 = tex2D( InputSampler, i.uv[4] + n) * 0.75;
float4 t3 = tex2D( InputSampler, i.uv[4] - n) * 0.75;
outColor = (o + t0 + t1 + t2 + t3) / 4.3;
}
return outColor;
}
float4 NFAA (VS_OUTPUT_POST_NFAA i, float2 vPos : VPOS) : COLOR
{
// get luminance values
// maybe: experiment with different luminance calculations
float topL = Luminance( tex2D(InputSampler, i.uv[0]).rgb );
float bottomL = Luminance( tex2D(InputSampler, i.uv[1]).rgb );
float rightL = Luminance( tex2D(InputSampler, i.uv[2]).rgb );
float leftL = Luminance( tex2D(InputSampler, i.uv[3]).rgb );
float leftTopL = Luminance( tex2D(InputSampler, i.uv[4]).rgb );
float leftBottomL = Luminance( tex2D(InputSampler, i.uv[5]).rgb );
float rightBottomL = Luminance( tex2D(InputSampler, i.uv[6]).rgb );
float rightTopL = Luminance( tex2D(InputSampler, i.uv[7]).rgb );
// 2 triangle subtractions
float sum0 = dot(float3(1,1,1),
float sum1 = dot(float3(1,1,1),
float sum2 = dot(float3(1,1,1),
float sum3 = dot(float3(1,1,1),

float3(rightTopL,bottomL,leftTopL));
float3(leftBottomL,topL,rightBottomL));
float3(leftTopL,rightL,leftBottomL));
float3(rightBottomL,leftL,rightTopL));

// figure out "normal"


float2 blurDir = float2((sum0-sum1), (sum3-sum2));
blurDir *= texel.xy * _BlurRadius;
// reconstruct normal uv
float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5;
float4 returnColor = tex2D(InputSampler, uv_);
returnColor += tex2D(InputSampler, uv_+ blurDir.xy);
returnColor += tex2D(InputSampler, uv_ - blurDir.xy);
returnColor += tex2D(InputSampler, uv_ + float2(blurDir.x, -blurDir.y));

returnColor += tex2D(InputSampler, uv_ - float2(blurDir.x, -blurDir.y));


return returnColor * 0.2;
}
float _EdgeThresholdMin = 0.125;
float _EdgeThreshold = 0.25;
float _EdgeSharpness = 4.0;
struct VS_OUTPUT_POST_FXAA {
float4 vpos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 interpolatorA : TEXCOORD1;
float4 interpolatorB : TEXCOORD2;
float4 interpolatorC : TEXCOORD3;
};
VS_OUTPUT_POST_FXAA VS_PostProcessFXAA (VS_INPUT_POST v)
{
VS_OUTPUT_POST_FXAA o;
float4 pos=float4(v.pos.x,v.pos.y,v.pos.z,1.0);
o.vpos=pos;
o.uv = v.txcoord.xy;
float4 extents;
float2 offset = ( texel.xy ) * 0.5f;
extents.xy = v.txcoord.xy - offset;
extents.zw = v.txcoord.xy + offset;
float4 rcpSize;
rcpSize.xy = -texel.xy * 0.5f;
rcpSize.zw = texel.xy * 0.5f;
o.interpolatorA = extents;
o.interpolatorB = rcpSize;
o.interpolatorC = rcpSize;
o.interpolatorC.xy *= 4.0;
o.interpolatorC.zw *= 4.0;
return o;
}
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
inline float TexLuminance( float2 uv )
{
return Luminance(FxaaTexTop(InputSampler, uv).rgb);
}
float3 FxaaPixelShader(float2 pos, float4 extents, float4 rcpSize, float4 rcpSiz
e2)
{
float lumaNw = TexLuminance(extents.xy);
float lumaSw = TexLuminance(extents.xw);
float lumaNe = TexLuminance(extents.zy);
float lumaSe = TexLuminance(extents.zw);
float3 centre = FxaaTexTop(InputSampler, pos).rgb;

float lumaCentre = Luminance(centre);


float lumaMaxNwSw = max( lumaNw , lumaSw );
lumaNe += 1.0/384.0;
float lumaMinNwSw = min( lumaNw , lumaSw );
float lumaMaxNeSe = max( lumaNe , lumaSe );
float lumaMinNeSe = min( lumaNe , lumaSe );
float lumaMax = max( lumaMaxNeSe, lumaMaxNwSw );
float lumaMin = min( lumaMinNeSe, lumaMinNwSw );
float lumaMaxScaled = lumaMax * _EdgeThreshold;
float
float
float
float
float
float

lumaMinCentre = min( lumaMin , lumaCentre );


lumaMaxScaledClamped = max( _EdgeThresholdMin , lumaMaxScaled );
lumaMaxCentre = max( lumaMax , lumaCentre );
dirSWMinusNE = lumaSw - lumaNe;
lumaMaxCMinusMinC = lumaMaxCentre - lumaMinCentre;
dirSEMinusNW = lumaSe - lumaNw;

if(lumaMaxCMinusMinC < lumaMaxScaledClamped)


return centre;
float2 dir;
dir.x = dirSWMinusNE + dirSEMinusNW;
dir.y = dirSWMinusNE - dirSEMinusNW;
dir = normalize(dir);
float3 col1 = FxaaTexTop(InputSampler, pos.xy - dir * rcpSize.zw).rgb;
float3 col2 = FxaaTexTop(InputSampler, pos.xy + dir * rcpSize.zw).rgb;
float dirAbsMinTimesC = min( abs( dir.x ) , abs( dir.y ) ) * _EdgeSharpn
ess;
dir = clamp(dir.xy/dirAbsMinTimesC, -2.0, 2.0);
float3 col3 = FxaaTexTop(InputSampler, pos.xy - dir * rcpSize2.zw).rgb;
float3 col4 = FxaaTexTop(InputSampler, pos.xy + dir * rcpSize2.zw).rgb;
float3 rgbyA = col1 + col2;
float3 rgbyB = ((col3 + col4) * 0.25) + (rgbyA * 0.25);
if((Luminance(rgbyA) < lumaMin) || (Luminance(rgbyB) > lumaMax))
return rgbyA * 0.5;
else
return rgbyB;
}
float4 FXAA (VS_OUTPUT_POST_FXAA i, float2 vPos : VPOS) : COLOR
{
float3 color = FxaaPixelShader(i.uv, i.interpolatorA, i.interpolatorB, i
.interpolatorC);
return float4(color, 1.0);
}
//------------------------------------------------------------------------------------// Compiler 1
//-------------------------------------------------------------------------------------

technique PostProcess
{
pass P0
{
#ifdef AA_MODE_0
VertexShader
PixelShader
#endif
#ifdef AA_MODE_1
VertexShader
PixelShader
#endif
#ifdef AA_MODE_2
VertexShader
PixelShader
#endif
}
}

= compile vs_3_0 VS_PostProcessSSAA();


= compile ps_3_0 SSAA();
= compile vs_3_0 VS_PostProcessNFAA();
= compile ps_3_0 NFAA();
= compile vs_3_0 VS_PostProcessFXAA();
= compile ps_3_0 FXAA();

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