//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//http://enbdev.com
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*
THIS IS HLSL FILE FORMAT FOR EXECUTING ADDITIONAL
POST PROCESSING EFFECTS. MAKE THE COPY BEFORE CHANGING IT!
*/
//keyboard controled variables
float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;
//global variables, already set before executing this code
float ScreenSize; //width of the display resolution (1920 f.e.)
float ScreenScaleY; //screen proportions (1.333 for 1920/1080)
//textures
texture2D texColor;
sampler2D SamplerColor = sampler_state
{
Texture   = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU  = Clamp;
AddressV  = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST {
float4 vpos  : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST {
float3 pos  : POSITION;
float2 txcoord : TEXCOORD0;
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//--------------------Fast Approximate Anti-Aliasing --------------------------
//         FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA   
//          Ported to ENBSeries by MysTer92 (Svyatoslav Gampel)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_PostProcess(VS_OUTPUT_POST i) : COLOR
{
	#define FXAA_SUBPIX_SHIFT (1.0/8.0)
	#define FXAA_REDUCE_MIN   (1.0/32.0)
	#define FXAA_REDUCE_MUL   (1.0/16.0)
	#define FXAA_SPAN_MAX     8.0
	
	half2 rcpFrame = half2(1/ScreenSize, 1/(ScreenSize/ScreenScaleY));
	
	half4 posPos;
	posPos.xy = i.txcoord.xy;
	posPos.zw = posPos.xy - (rcpFrame.xy * (0.5 + FXAA_SUBPIX_SHIFT));
	
	half3 rgbNW = tex2D(SamplerColor, posPos.zw ).xyz;
	half3 rgbNE = tex2D(SamplerColor, posPos.zw + half2(rcpFrame.x, 0.0) ).xyz;
	half3 rgbSW = tex2D(SamplerColor, posPos.zw + half2(0.0, rcpFrame.y) ).xyz;
	half3 rgbSE = tex2D(SamplerColor, posPos.zw +rcpFrame.xy ).xyz;
	half3 rgbM  = tex2D(SamplerColor, posPos.xy).xyz;
				    
	half3 luma = half3(0.299, 0.587, 0.114);
	half lumaNW = dot(rgbNW, luma);
	half lumaNE = dot(rgbNE, luma);
	half lumaSW = dot(rgbSW, luma);
	half lumaSE = dot(rgbSE, luma);
	half lumaM  = dot(rgbM,  luma);
				    
	half lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
	half lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
				    
	half2 dir; 
				    
	half lumaNWNE = lumaNW + lumaNE;
	half lumaSWSE = lumaSW + lumaSE;
				    
	dir.x = -((lumaNWNE) - (lumaSWSE));
	dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
				    
	half dirReduce = max( (lumaSWSE + lumaNWNE) * (0.25 * FXAA_REDUCE_MUL),
									FXAA_REDUCE_MIN);
	half rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
	dir = min(half2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX), 
				max(half2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), 
				dir * rcpDirMin)) * rcpFrame.xy;
				          
	half3 rgbA = (1.0/2.0) * (
		tex2D(SamplerColor, posPos.xy + dir * (1.0/3.0 - 0.5) ).xyz +
		tex2D(SamplerColor, posPos.xy + dir * (2.0/3.0 - 0.5) ).xyz);
	half3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
		tex2D(SamplerColor, posPos.xy + dir * (0.0/3.0 - 0.5) ).xyz +
		tex2D(SamplerColor, posPos.xy + dir * (3.0/3.0 - 0.5) ).xyz);
	half lumaB = dot(rgbB, luma);
				    
	if((lumaB < lumaMin) || (lumaB > lumaMax))
		return half4(rgbA, 1.0);
				    
	return float4(rgbB, 1.0);
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//--------------------Fast Approximate Anti-Aliasing Techniques -------------
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique PostProcess
{
    pass P0
    {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess();
	FogEnable=FALSE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=TRUE;
	AlphaBlendEnable=TRUE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
	}
}
technique PostProcess2
{
    pass P0
    {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess();
	FogEnable=FALSE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=TRUE;
	AlphaBlendEnable=TRUE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
	}
}