#include "common.hlsli" #include "fxaa.hlsli" uniform float4 scaled_screen_res; float4 main(v2p_aa_AA I) : SV_Target { float2 rcpFrame = scaled_screen_res.zw; FxaaTex tex = {smp_rtlinear, s_image}; return FxaaPixelShader(I.Tex0.xy, FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsolePosPos, tex, // FxaaTex tex, tex, // FxaaTex fxaaConsole360TexExpBiasNegOne, tex, // 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, 0.166f, // FxaaFloat fxaaQualityEdgeThreshold, 0.0f, // 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, ); }