#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, ); }