//++++++++++++++++++++++++++++++
// TREG's ENB V-1.5  EFFECT.TXT FILE
// FXAA converted by Myster92, rest made by Boris Vorontsov, tweaked by Fabriciuz
// Copyright: Boris Vorontsov, MysTer92, Timothy Lottes & Fabriciuz
//++++++++++++++++++++++++++++++

float SharpStrengthLuma = 0.16;
float SharpClamp = 0.5;
float OffsetBias = 0.4;
float NoiseAmount=0.1;

float4	tempF1;
float4	tempF2;
float4	tempF3;
float4	Timer;
float4	ScreenSize;
float4 SunDirection;
texture2D texColor;
texture2D texNoise;

sampler2D SamplerColor = sampler_state
{
	Texture   = <texColor>;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = NONE;//NONE;
	AddressU  = Clamp;
	AddressV  = Clamp;
	SRGBTexture=FALSE;
	MaxMipLevel=0;
	MipMapLodBias=0;
};

sampler2D SamplerNoise = sampler_state
{
	Texture   = <texNoise>;
	MinFilter = POINT;
	MagFilter = POINT;
	MipFilter = NONE;//NONE;
	AddressU  = Wrap;
	AddressV  = Wrap;
	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;
}

//++++++++++++++++++++++++++++++
// 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.x, 1/(ScreenSize.x/ScreenSize.z));

	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);
}

float4 PS_PostProcess_Sharp_Noise(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
	float4 res = 0;
	float4 tex=0.0;
	tex.xy=IN.txcoord.xy;

	float3 ori = tex2D(SamplerColor, tex).rgb;

	float2 p;
	p.x = 1.0/ScreenSize.x;
	p.y=p.x/ScreenSize.z;

    float3 blur_ori = tex2D(SamplerColor, tex + float2(0.5 * p.x,-p.y * OffsetBias)).rgb;
    blur_ori += tex2D(SamplerColor, tex + float2(OffsetBias * -p.x,0.5 * -p.y)).rgb;
    blur_ori += tex2D(SamplerColor, tex + float2(OffsetBias * p.x,0.5 * p.y)).rgb;
    blur_ori += tex2D(SamplerColor, tex + float2(0.5 * -p.x,p.y * OffsetBias)).rgb;
	
    blur_ori /= 4.0;

	float3 sharp = ori - blur_ori;

	float sharp_luma = dot(sharp, SharpStrengthLuma);

	sharp_luma = clamp(sharp_luma, -SharpClamp, SharpClamp);

	float4 done = tex2D(SamplerColor, tex) + sharp_luma;

	float origgray=dot(done.xyz, 0.333);
	tex.xy=IN.txcoord.xy*16.0 + origgray;
	float4 cnoi=tex2Dlod(SamplerNoise, tex);
	done=lerp(done, (cnoi.x+0.5)*done, NoiseAmount*saturate(1.0-origgray*1.8));

	done.w=1.0;
	return done;
}

technique PostProcess
{
   pass P0
   {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess_Sharp_Noise();

	FogEnable=FALSE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=FALSE;
	AlphaBlendEnable=FALSE;
	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=FALSE;
	AlphaBlendEnable=FALSE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
   }
}

technique PostProcess3
{
   pass P0
   {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess_Sharp_Noise();

	FogEnable=FALSE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=FALSE;
	AlphaBlendEnable=FALSE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
   }
}

technique PostProcess4
{
   pass P0
   {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess();

	FogEnable=FALSE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=FALSE;
	AlphaBlendEnable=FALSE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
   }
}

technique PostProcess5
{
  pass P0
  {
	VertexShader = compile vs_3_0 VS_PostProcess();
	PixelShader  = compile ps_3_0 PS_PostProcess();

	DitherEnable=TRUE;
	ZEnable=FALSE;
	CullMode=NONE;
	ALPHATESTENABLE=FALSE;
	SEPARATEALPHABLENDENABLE=FALSE;
	AlphaBlendEnable=FALSE;
	StencilEnable=FALSE;
	FogEnable=FALSE;
	SRGBWRITEENABLE=FALSE;
  }
}
