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Shaders.txt
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Shaders.txt
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float3 ViewPos;
float3 ViewDir;
float2 UV;
float Depth;
float LinDepth;
Surface surf;
return surf;
return ggx1 * ggx2;
return Acc;
uint uColor;
float fDepth;
uint uNext;
uint uCoverage;
return float4(
uint uColor;
float fDepth;
float1 _ViewAngleThreshold;
float1 _EdgeDistThreshold;
float1 _DepthBias;
float1 _ReflScale;
float4 _ProjValues;
float2 _ScreenSize;
float2 _Alignment;
mfloat4x4 mWorld;
mfloat4x4 mView;
mfloat4x4 mProj;
return retVal;
float3 retVal;
return retVal;
return retVal;
float4 retVal;
return retVal;
return retVal;
float3 retVal;
return retVal;
return retVal;
float4 retVal;
return retVal;
return v;
float _Adaptation;
float _BloomThreshold;
float2 _Alignment;
float4 _Color;
float2 _Position;
float1 _Radius;
float1 _MiddleGrey;
float1 _LumWhiteSqr;
float1 _BloomScale;
float1 _Alignment2;
float2 _DoFFarValues;
float1 _ColorScale;
float1 _RadiusScale;
float1 _BokehThreshold;
float1 _Alignment3;
TBokeh Bokeh;
float3 min;
uint LeftChildIndex;
float3 max;
uint RightChildIndex;
return split;
uint childAIndex;
else
uint childBIndex;
else
float x0;
float y0;
float z0;
float x1;
float y1;
float z1;
float x2;
float y2;
float z2;
uint n0;
uint n1;
uint n2;
uint2 u0;
uint2 u1;
uint2 u2;
uint c0;
uint c1;
uint c2;
uint tangent;
uint binormal;
uint materialIndex;
float4x4 xBVHWorld;
float4 xBVHInstanceColor;
uint xBVHMaterialOffset;
uint xBVHMeshTriangleOffset;
uint xBVHMeshTriangleCount;
uint xBVHMeshVertexPOSStride;
float4 tangent;
float3 binormal;
BVHPrimitive prim;
BVHPrimitiveData primdata;
float _OcclusionRadius;
float _OcclusionMaxDistance;
uint2 _Padding;
float1 _MiddleGrey;
float1 _LumWhiteSqr;
float1 _BloomScale;
float1 _Alignment2;
float2 _DoFFarValues;
float1 _ColorScale;
float1 _RadiusScale;
float1 _BokehThreshold;
float1 _Alignment3;
return HDR * LScale;
return avgLum;
return avgLum;
uint3 dispatchThreadID : SV_DispatchThreadID,
uint3 dispatchThreadID : SV_DispatchThreadID,
float3 vertexC;
float3 vertexB;
float3 vertexA;
AppendStructuredBuffer<Triangle> triangles;
RWStructuredBuffer<float4> points;
int numPointsPerAxis;
float isoLevel;
return;
Triangle tri;
0x0,
0x109,
0x203,
0x30a,
0x406,
0x50f,
0x605,
0x70c,
0x80c,
0x905,
0xa0f,
0xb06,
0xc0a,
0xd03,
0xe09,
0xf00,
0x190,
0x99,
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0xf99,
0xe90,
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0x339,
0x33,
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0x636,
0x73f,
0x435,
0x53c,
0xa3c,
0xb35,
0x83f,
0x936,
0xe3a,
0xf33,
0xc39,
0xd30,
0x3a0,
0x2a9,
0x1a3,
0xaa,
0x7a6,
0x6af,
0x5a5,
0x4ac,
0xbac,
0xaa5,
0x9af,
0x8a6,
0xfaa,
0xea3,
0xda9,
0xca0,
0x460,
0x569,
0x663,
0x76a,
0x66,
0x16f,
0x265,
0x36c,
0xc6c,
0xd65,
0xe6f,
0xf66,
0x86a,
0x963,
0xa69,
0xb60,
0x5f0,
0x4f9,
0x7f3,
0x6fa,
0x1f6,
0xff,
0x3f5,
0x2fc,
0xdfc,
0xcf5,
0xfff,
0xef6,
0x9fa,
0x8f3,
0xbf9,
0xaf0,
0x650,
0x759,
0x453,
0x55a,
0x256,
0x35f,
0x55,
0x15c,
0xe5c,
0xf55,
0xc5f,
0xd56,
0xa5a,
0xb53,
0x859,
0x950,
0x7c0,
0x6c9,
0x5c3,
0x4ca,
0x3c6,
0x2cf,
0x1c5,
0xcc,
0xfcc,
0xec5,
0xdcf,
0xcc6,
0xbca,
0xac3,
0x9c9,
0x8c0,
0x8c0,
0x9c9,
0xac3,
0xbca,
0xcc6,
0xdcf,
0xec5,
0xfcc,
0xcc,
0x1c5,
0x2cf,
0x3c6,
0x4ca,
0x5c3,
0x6c9,
0x7c0,
0x950,
0x859,
0xb53,
0xa5a,
0xd56,
0xc5f,
0xf55,
0xe5c,
0x15c,
0x55,
0x35f,
0x256,
0x55a,
0x453,
0x759,
0x650,
0xaf0,
0xbf9,
0x8f3,
0x9fa,
0xef6,
0xfff,
0xcf5,
0xdfc,
0x2fc,
0x3f5,
0xff,
0x1f6,
0x6fa,
0x7f3,
0x4f9,
0x5f0,
0xb60,
0xa69,
0x963,
0x86a,
0xf66,
0xe6f,
0xd65,
0xc6c,
0x36c,
0x265,
0x16f,
0x66,
0x76a,
0x663,
0x569,
0x460,
0xca0,
0xda9,
0xea3,
0xfaa,
0x8a6,
0x9af,
0xaa5,
0xbac,
0x4ac,
0x5a5,
0x6af,
0x7a6,
0xaa,
0x1a3,
0x2a9,
0x3a0,
0xd30,
0xc39,
0xf33,
0xe3a,
0x936,
0x83f,
0xb35,
0xa3c,
0x53c,
0x435,
0x73f,
0x636,
0x13a,
0x33,
0x339,
0x230,
0xe90,
0xf99,
0xc93,
0xd9a,
0xa96,
0xb9f,
0x895,
0x99c,
0x69c,
0x795,
0x49f,
0x596,
0x29a,
0x393,
0x99,
0x190,
0xf00,
0xe09,
0xd03,
0xc0a,
0xb06,
0xa0f,
0x905,
0x80c,
0x70c,
0x605,
0x50f,
0x406,
0x30a,
0x203,
0x109,
0x0
0,
1,
2,
3,
4,
5,
6,
7,
0,
1,
2,
1,
2,
3,
0,
5,
6,
7,
4,
4,
5,
6,
uint _ParticleNum;
uint _AffectorNum;
float _DeltaTime;
float2 _EmitterPosition;
float1 _MaxLifeTime;
float1 _Dummy;
float2 Position;
float2 Velocity;
float3 Color;
float1 Life;
float2 Position;
float1 Radius;
float1 Strength;
uint _ParticleNum;
float _DeltaTime;
float _Dummy;
float3 Position;
float3 Velocity;
uint _VertexCount;
uint _IndexCount;
uint _Width;
uint _Height;
uint _Depth;
uint _Spread;
uint2 _Align;
uint _Padding;
return r;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float4 LightPos : TEXCOORD1;
float4 Color : TEXCOORD2;
uint InstanceID : TEXCOORD3;
float3 Normal : NORMAL0;
float3 Position : POSITION0;
uint Instance : SV_InstanceID;
PS Out;
return Out;
float4x4 mLight2World;
float4x4 mViewProj;
float3 _EyePosition;
float _Bias;
float4 ClipPos : SV_Position;
float4 WorldPos : TEXCOORD0;
float4 Position : SV_Position;
float4 WorldPos : TEXCOORD0;
PS Out;
return Out;
float3 Position : POSITION0;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
PS Out;
return Out;
float inside : SV_InsideTessFactor;
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
PS Out;
float3 Vertex, Normal;
return Out;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float4 vPosition;
float4 Position : SV_Position0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float3 Position : POSITION0;
PS Out;
return Out;
float4 Position : SV_Position;
float1 Radius : TEXCOORD0;
float4 Color : TEXCOORD1;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : TEXCOORD1;
float3 _Padding;
PS Out;
float4 Position : SV_Position;
uint RTIndex : SV_RenderTargetArrayIndex;
GS Out;
float4 Position : SV_Position0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
return;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float4 vPosition;
float4 Position : SV_Position0;
float4 Color : COLOR0;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR0;
PS Out;
return Out;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float4 vPosition;
float4 Position : SV_Position0;
float3 Velocity : TEXCOORD0;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float3 Velocity : TEXCOORD1;
PS Out;
return Out;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float4 Position : SV_Position;
float4 Position : SV_Position;
float3 Normal : NORMAL0;
float3 Texcoord : TEXCOORD0;
PS data;
float4 Position : SV_Position;
float3x3 WorldTBN : TEXCOORD0;
float2 Texcoord : TEXCOORD3;
float3 WorldPos : TEXCOORD4;
float4 LightPos : TEXCOORD5;
float3 InputPos : TEXCOORD6;
float3 ViewDir : TEXCOORD7;
float4 Position : SV_Position;
float3x3 WorldTBN : TEXCOORD0;
float2 Texcoord : TEXCOORD3;
float3 WorldPos : TEXCOORD4;
float4 LightPos : TEXCOORD5;
float3 InputPos : TEXCOORD6;
float3 ViewDir : TEXCOORD7;
ConstantOut Out;
return Out;
float3 Position : POSITION0;
uint Instance : SV_InstanceID;
uint InstanceID : TEXCOORD0;
HS Out;
return Out;
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float inside : SV_InsideTessFactor;
TS Out;
return Out;
DS Out;
return Out;
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
INTEGRATION CHECKLIST
In the shader source, setup defines for the desired configuration.
simply setup the defines differently in multiple files.
Example,
Or,
Or,
Etc.
Then include this file,
Then call the FXAA pixel shader from within your desired shader.
to enable easy porting between platforms.
Or use,
Setup engine to provide the following constants
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
Have FXAA vertex shader run as a full screen triangle,
such that inputs in the pixel shader provide,
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FXAA3 requires RGBL as input unless the following is set,
In which case the engine uses green in place of luma,
Specifically do FXAA after tonemapping.
or linear when FXAA_GREEN_AS_LUMA is not set.
because the result of a texture fetch is linear data.
luma must be stored in the alpha channel prior to running FXAA.
return color;
To use FXAA,
return color;
Another example where output is linear encoded,
say for instance writing to an sRGB formated render target,
where the render target does the conversion back to sRGB after blending,
return color;
To use FXAA,
return color;
Getting luma correct is required for the algorithm to work correctly.
BEING LINEARLY CORRECT?
Applying FXAA to a framebuffer with linear RGB color will look worse.
This is very counter intuitive, but happends to be true in this case.
The reason is because dithering artifacts will be more visiable
in a linear colorspace.
COMPLEX INTEGRATION
have the pass write out luma into alpha.
Then blend into RGB only.
FXAA should be able to run ok
assuming the blending pass did not any add aliasing.
This should be the common case for particles and common blending passes.
INTEGRATION KNOBS
NOTE the other tuning knobs are now in the shader function inputs!
API PORTING
GREEN AS LUMA OPTION SUPPORT FUNCTION
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaTex fxaaConsole360TexExpBiasNegOne,
FxaaTex fxaaConsole360TexExpBiasNegTwo,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
FxaaFloat2 posM;
FxaaDiscard;
return rgbyM;
FxaaFloat2 posB;
FxaaFloat2 offNP;
FxaaFloat2 posN;
FxaaFloat2 posP;
Or
Either are higher qualilty and almost as fast as this on modern PC GPUs.
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaTex fxaaConsole360TexExpBiasNegOne,
FxaaTex fxaaConsole360TexExpBiasNegTwo,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
FxaaFloat2 dir;
return rgbyB;
This optimized version thanks to suggestions from Andy Luedke.
Should be fully tex bound in all cases.
And note this is replacing the old unoptimized version.
float4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaTex fxaaConsole360TexExpBiasNegOne,
FxaaTex fxaaConsole360TexExpBiasNegTwo,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
float4 lumaNwNeSwSe;
float2 dir;
float4 dir2;
return rgbyR;
The code below does not exactly match the assembly.
I have a feeling that 12 cycles is possible, but was not able to get there.
Might have to increase register count to get full performance.
Note this shader does not use perspective interpolation.
Use the following cgc options,
NVSHADERPERF OUTPUT
Shader to schedule:
36: fenct TRUE
Pass SCT TEX SCB
Pass SCT0 SCT1 TEX SCB0 SCB1
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
half4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaTex fxaaConsole360TexExpBiasNegOne,
FxaaTex fxaaConsole360TexExpBiasNegTwo,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
half4 dir;
half4 dir1_pos;
half4 dir2_pos;
half4 temp1N;
half4 rgby1;
half4 temp2N;
half4 rgby2;
return rgby2;
The code mostly matches the assembly.
I have a feeling that 14 cycles is possible, but was not able to get there.
Might have to increase register count to get full performance.
Note this shader does not use perspective interpolation.
Use the following cgc options,
NVSHADERPERF OUTPUT
Shader to schedule:
23: fenct TRUE
Pass SCT TEX SCB
Pass SCT0 SCT1 TEX SCB0 SCB1
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
half4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaTex fxaaConsole360TexExpBiasNegOne,
FxaaTex fxaaConsole360TexExpBiasNegTwo,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir
half3 dir;
half4 dir1_pos;
half4 dir2_pos;
half4 temp1N;
half4 rgby1;
half4 temp2N;
half4 rgby2;
return rgby2;
float4x4 _InvViewProj;
float3 _CameraPos;
float1 _MinFadeDist2;
float1 _MaxFadeDist2;
float3 _Padding0;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : SV_Target0;
float4 Normal : SV_Target1;
float1 Depth : SV_Depth;
int counter;
float depth;
OM Out;
return Out;
float4 Position : SV_Position;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float4 WorldPos : TEXCOORD1;
uint oldHeadBuffVal;
ListItem node;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : TEXCOORD1;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 CameraPos : TEXCOORD1;
float4 Light : SV_Target0;
LBuffer Out;
return Out;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float4 LightPos : TEXCOORD1;
float4 Color : TEXCOORD2;
uint InstanceID : TEXCOORD3;
float2 ClipSpace : TEXCOORD4;
PointLight light;
float3 _LightDiffuse;
float1 PADDING1;
float2 PADDING2;
float4 Position : SV_Position;
float4 LightPos : TEXCOORD0;
float4 WorldPos : TEXCOORD2;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float _LumScale;
uint _UseAvg;
float _MaxLum;
float1 dummy;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float3 _EyePosition;
float3 _LightDir;
float3 _LightIntensity;
float4 Position : SV_Position;
float4 WorldPos : TEXCOORD0;
float4 _Color;
float4 Position : SV_Position;
return _Color;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR0;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float3 Velocity : TEXCOORD1;
bool bDiffuse;
bool bNormals;
bool bOpacity;
bool bSpecular;
bool bCubemap;
float4 Position : SV_Position;
float3x3 WorldTBN : TEXCOORD0;
float2 Texcoord : TEXCOORD3;
float3 WorldPos : TEXCOORD4;
float4 LightPos : TEXCOORD5;
float3 InputPos : TEXCOORD6;
float3 ViewDir : TEXCOORD7;
half4 Diffuse : SV_Target0;
half3 N;
GBuffer Out;
return Out;
float1 _MiddleGrey;
float1 _LumWhiteSqr;
float1 _BloomScale;
float1 _Alignment2;
float2 _DoFFarValues;
float1 _ColorScale;
float1 _RadiusScale;
float1 _BokehThreshold;
uint1 _RenderFlags;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float3 Yxy;
return Diff;
float4 _Color;
float4 Position : SV_Position;
return _Color;
float4 Position : SV_Position;
float3 Normal : NORMAL0;
float3 Texcoord : TEXCOORD0;
float4x4 _mInvView;
float4x4 _mInvProj;
float4x4 _mProj;
float4x4 _mView;
float4x4 mLightWorld;
float4x4 mLightView;
float4x4 mLightProj;
float4 vLightPosition;
float4x4 mLightView;
float4x4 mLightProj;
float3 _LightColor;
float1 PADDING;
float4 vLightPosition;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Position : SV_Position;
float3 InputPos : TEXCOORD0;
float4x4 _mInvView;
float4x4 _mInvProj;
float4x4 _mProj;
float4x4 _mView;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 CameraPos : TEXCOORD1;
float4x4 _mProj;
float1 _ViewAngleThreshold;
float1 _EdgeDistThreshold;
float1 _DepthBias;
float1 _ReflScale;
float4 _ProjValues;
float2 _Alignment;
float4 Position : SV_Position0;
float4 ViewPos : TEXCOORD0;
float3 ViewNorm : NORMAL0;
return ReflCol;
float1 _Metalness;
float3 _LightPos;
float1 _Rougness;
float1 _Albedo;
float2 _Texel;
float3 _Repeats;
float1 _Exposure;
float3 _LightDiffuse;
float1 _Dummy2;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 CameraPos : TEXCOORD1;
return ggx1 * ggx2;
uint tUseMipMapLUT;
uint3 align;
float4 Position : SV_Position;
float3x3 WorldTBN : TEXCOORD0;
float2 Texcoord : TEXCOORD3;
float3 WorldPos : TEXCOORD4;
float4 LightPos : TEXCOORD5;
float3 LightPs2 : TEXCOORD6;
float3 ViewDir : TEXCOORD7;
half4 Direct : SV_Target0;
half4 Normal : SV_Target1;
half4 Shading : SV_Target2;
half4 Emission : SV_Target3;
half4 Indirect : SV_Target4;
return ggx1 * ggx2;
GBuffer Out;
return Out;
float4 Position : SV_Position;
float3 Normal : NORMAL0;
float2 Texcoord : TEXCOORD0;
float4 _Color;
float _CharWidth;
float _Softening;
float _BorderWidth;
float _BorderSoft;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float3 Color : COLOR0;
return _Color * sampled;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
return s;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
return s;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
return Diff;
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR0;
uint States : TEXCOORD1;
return Out;
float4 Position : SV_Position0;
float3 Normal : NORMAL0;
float4 Position : SV_Position;
float4 GridPos : TEXCOORD0;
float2 _Stride;
float2 _Empty;
discard;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float2 _PositionStart;
float2 _PositionEnd;
float2 _Alignment;
float1 _Radius;
uint _Vertices;
float4 _Color;
float2 _Position;
float1 _Radius;
float4 Position : SV_Position;
float1 Radius : TEXCOORD0;
float4 Color : TEXCOORD1;
GS Out;
return Out;
float4 Position : SV_Position;
PS Out;
return Out;
float4 Position : SV_Position;
PS Out;
return Out;
float3 Position : POSITION0;
float4 Position : SV_Position0;
GS Out;
return Out;
float3 Position : POSITION0;
float2 Texcoord : TEXCOORD0;
float3 Normal : NORMAL0;
float4 Position : SV_Position0;
float2 Texcoord : TEXCOORD0;
float4 LightPos : TEXCOORD1;
float4 Color : TEXCOORD2;
uint InstanceID : TEXCOORD3;
float2 ClipSpace : TEXCOORD4;
PS Out;
return Out;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
float3 Position : POSITION0;