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@@ -19,6 +19,7 @@
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* horizontalBlur + verticalBlur
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* horizontalTiltShift + verticalTiltShift
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* blend
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+ * fxaa
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*/
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THREE.ShaderExtras = {
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@@ -1134,6 +1135,102 @@ THREE.ShaderExtras = {
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},
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+ /* -------------------------------------------------------------------------
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+ // NVIDIA FXAA by Timothy Lottes
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+ // http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
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+ // - WebGL port by @supereggbert
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+ // http://www.glge.org/demos/fxaa/
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+ ------------------------------------------------------------------------- */
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+
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+ 'fxaa': {
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+
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+ uniforms: {
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+
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+ "tDiffuse": { type: "t", value: 0, texture: null },
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+ "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform vec2 resolution;",
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+
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+ "varying vec2 vUv;",
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+
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+ "#define FXAA_REDUCE_MIN (1.0/128.0)",
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+ "#define FXAA_REDUCE_MUL (1.0/8.0)",
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+ "#define FXAA_SPAN_MAX 8.0",
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+
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+ "void main() {",
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+
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+ "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
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+ "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
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+ "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
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+ "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
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+ "vec3 rgbM = texture2D( tDiffuse, gl_FragCoord.xy * resolution ).xyz;",
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+
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+ "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
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+
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+ "float lumaNW = dot( rgbNW, luma );",
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+ "float lumaNE = dot( rgbNE, luma );",
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+ "float lumaSW = dot( rgbSW, luma );",
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+ "float lumaSE = dot( rgbSE, luma );",
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+ "float lumaM = dot( rgbM, luma );",
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+ "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
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+ "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
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+
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+ "vec2 dir;",
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+ "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
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+ "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
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+
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+ "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
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+
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+ "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
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+ "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
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+ "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
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+ "dir * rcpDirMin)) * resolution;",
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+
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+ "vec3 rgbA = 0.5 * (",
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+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
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+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
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+
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+ "vec3 rgbB = rgbA * 0.5 + 0.25 * (",
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+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
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+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
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+
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+ "float lumaB = dot( rgbB, luma );",
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+
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+ "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
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+
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+ "gl_FragColor = vec4( rgbA, 1.0 );",
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+
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+ "} else {",
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+
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+ "gl_FragColor = vec4( rgbB, 1.0 );",
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+
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+ "}",
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+
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+ "}",
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+
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+ ].join("\n"),
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+
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+ },
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+
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// METHODS
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buildKernel: function( sigma ) {
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