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@@ -16,7 +16,11 @@
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value: new THREE.Vector2( 1 / 1024, 1 / 512 )
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}
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},
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- vertexShader: `varying vec2 vUv;
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+ vertexShader:
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+ /* glsl */
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+ `
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+
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+ varying vec2 vUv;
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void main() {
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@@ -25,40 +29,44 @@
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}`,
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fragmentShader: // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])
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- //----------------------------------------------------------------------------------
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- // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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- // SDK Version: v3.00
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- // Email: [email protected]
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- // Site: http://developer.nvidia.com/
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- //
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- // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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- //
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- // Redistribution and use in source and binary forms, with or without
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- // modification, are permitted provided that the following conditions
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- // are met:
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- // * Redistributions of source code must retain the above copyright
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- // notice, this list of conditions and the following disclaimer.
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- // * Redistributions in binary form must reproduce the above copyright
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- // notice, this list of conditions and the following disclaimer in the
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- // documentation and/or other materials provided with the distribution.
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- // * Neither the name of NVIDIA CORPORATION nor the names of its
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- // contributors may be used to endorse or promote products derived
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- // from this software without specific prior written permission.
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- //
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- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY
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- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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- //
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- //----------------------------------------------------------------------------------
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- `precision highp float;
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+ //----------------------------------------------------------------------------------
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+ // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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+ // SDK Version: v3.00
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+ // Email: [email protected]
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+ // Site: http://developer.nvidia.com/
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+ //
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+ // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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+ //
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+ // Redistribution and use in source and binary forms, with or without
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+ // modification, are permitted provided that the following conditions
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+ // are met:
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+ // * Redistributions of source code must retain the above copyright
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+ // notice, this list of conditions and the following disclaimer.
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+ // * Redistributions in binary form must reproduce the above copyright
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+ // notice, this list of conditions and the following disclaimer in the
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+ // documentation and/or other materials provided with the distribution.
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+ // * Neither the name of NVIDIA CORPORATION nor the names of its
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+ // contributors may be used to endorse or promote products derived
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+ // from this software without specific prior written permission.
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+ //
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+ // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY
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+ // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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+ // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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+ // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+ // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ //
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+ //----------------------------------------------------------------------------------
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+
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+ /* glsl */
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+ `
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+
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+ precision highp float;
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uniform sampler2D tDiffuse;
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