"// written by Forest 'LordHavoc' Hale\n",
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
"\n",
+"#ifdef USESKELETAL\n",
+"# ifdef GL_ARB_uniform_buffer_object\n",
+"# extension GL_ARB_uniform_buffer_object : enable\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"# extension GL_EXT_gpu_shader4 : enable\n",
+"# endif\n",
+"# ifdef GL_ARB_texture_gather\n",
+"# extension GL_ARB_texture_gather : enable\n",
+"# else\n",
+"# ifdef GL_AMD_texture_texture4\n",
+"# extension GL_AMD_texture_texture4 : enable\n",
+"# endif\n",
+"# endif\n",
+"#endif\n",
+"\n",
"#ifdef USECELSHADING\n",
"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
"# ifdef USEEXACTSPECULARMATH\n",
"# define USEEYEVECTOR\n",
"#endif\n",
"\n",
-"#ifdef USESHADOWMAP2D\n",
-"# ifdef GL_EXT_gpu_shader4\n",
-"# extension GL_EXT_gpu_shader4 : enable\n",
-"# endif\n",
-"# ifdef GL_ARB_texture_gather\n",
-"# extension GL_ARB_texture_gather : enable\n",
-"# else\n",
-"# ifdef GL_AMD_texture_texture4\n",
-"# extension GL_AMD_texture_texture4 : enable\n",
-"# endif\n",
-"# endif\n",
-"#endif\n",
-"\n",
-"//#ifdef USESHADOWSAMPLER\n",
-"//# extension GL_ARB_shadow : enable\n",
-"//#endif\n",
-"\n",
"//#ifdef __GLSL_CG_DATA_TYPES\n",
"//# define myhalf half\n",
"//# define myhalf2 half2\n",
"// uniform mediump vec4 UserVec4;\n",
"// uniform highp float ClientTime;\n",
"uniform mediump vec2 PixelSize;\n",
+"\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"vec4 fxaa(vec4 inColor, float maxspan)\n",
+"{\n",
+" vec4 ret = inColor; // preserve old\n",
+" float mulreduct = 1.0/maxspan;\n",
+" float minreduct = (1.0 / 128.0);\n",
+"\n",
+" // directions\n",
+" vec3 NW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
+" vec3 NE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
+" vec3 SW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
+" vec3 SE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
+" vec3 M = texture2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+" // luminance directions\n",
+" vec3 luma = vec3(0.299, 0.587, 0.114);\n",
+" float lNW = dot(NW, luma);\n",
+" float lNE = dot(NE, luma);\n",
+" float lSW = dot(SW, luma);\n",
+" float lSE = dot(SE, luma);\n",
+" float lM = dot(M, luma);\n",
+" float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+" float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+" // direction and reciprocal\n",
+" vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+" float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+" // span\n",
+" dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+" vec3 rA = (1.0/2.0) * (\n",
+" texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+" texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+" vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+" texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+" texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+" float lB = dot(rB, luma);\n",
+"\n",
+" ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
+" ret.a = 1.0;\n",
+" return ret;\n",
+"}\n",
+"#endif\n",
+"\n",
"void main(void)\n",
"{\n",
" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"\n",
+"#ifdef USEFXAA\n",
+" dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",
"#endif\n",
"\n",
"#ifdef USEPOSTPROCESSING\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
"#endif\n",
"\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
"#ifdef USESATURATION\n",
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",