e4s-game/gamedata/shaders/r2/fxaa_main.ps.hlsl
2026-06-18 01:18:29 +03:00

33 lines
1.2 KiB
HLSL

#include "common.hlsli"
#include "fxaa.hlsli"
uniform float4 screen_res;
struct v2p
{
float2 tc0 : TEXCOORD0;
float4 HPos : POSITION;
};
float4 main(v2p I) : COLOR
{
float2 rcpFrame = screen_res.zw;
return FxaaPixelShader(I.tc0,
FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsolePosPos,
s_image, // FxaaTex tex,
s_image, // FxaaTex fxaaConsole360TexExpBiasNegOne,
s_image, // FxaaTex fxaaConsole360TexExpBiasNegTwo,
rcpFrame, // FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsole360RcpFrameOpt2,
0.35f, // FxaaFloat fxaaQualitySubpix,
0.125f, // FxaaFloat fxaaQualityEdgeThreshold,
0.0f, // 0.0625f, // FxaaFloat fxaaQualityEdgeThresholdMin,
0.0f, // FxaaFloat fxaaConsoleEdgeSharpness,
0.0f, // FxaaFloat fxaaConsoleEdgeThreshold,
0.0f, // FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f) // FxaaFloat fxaaConsole360ConstDir,
);
}