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Added FXAA shader (thanks to @supereggbert) and SavePass.

alteredq 14 years ago
parent
commit
e0a29097cd
2 changed files with 149 additions and 0 deletions
  1. 97 0
      examples/js/ShaderExtras.js
  2. 52 0
      examples/js/postprocessing/SavePass.js

+ 97 - 0
examples/js/ShaderExtras.js

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

+ 52 - 0
examples/js/postprocessing/SavePass.js

@@ -0,0 +1,52 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SavePass = function( renderTarget ) {
+
+	var shader = THREE.ShaderExtras[ "screen" ];
+
+	this.textureID = "tDiffuse";
+
+	this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+	this.material = new THREE.ShaderMaterial( {
+
+		uniforms: this.uniforms,
+		vertexShader: shader.vertexShader,
+		fragmentShader: shader.fragmentShader
+
+	} );
+
+	this.renderTarget = renderTarget;
+
+	if ( this.renderTarget === undefined ) {
+
+		this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
+		this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
+
+	}
+
+	this.enabled = true;
+	this.needsSwap = false;
+	this.clear = false;
+
+};
+
+THREE.SavePass.prototype = {
+
+	render: function ( renderer, writeBuffer, readBuffer, delta ) {
+
+		if ( this.uniforms[ this.textureID ] ) {
+
+			this.uniforms[ this.textureID ].texture = readBuffer;
+
+		}
+
+		THREE.EffectComposer.quad.materials[ 0 ] = this.material;
+
+		renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
+
+	}
+
+};