import { Vector2 } from '../../../build/three.module.js'; /** * 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/ */ var FXAAShader = { uniforms: { 'tDiffuse': { value: null }, 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ 'precision highp float;', '', 'uniform sampler2D tDiffuse;', '', 'uniform vec2 resolution;', '', 'varying vec2 vUv;', '', '// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)', '', '//----------------------------------------------------------------------------------', '// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag', '// SDK Version: v3.00', '// Email: gameworks@nvidia.com', '// Site: http://developer.nvidia.com/', '//', '// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.', '//', '// Redistribution and use in source and binary forms, with or without', '// modification, are permitted provided that the following conditions', '// are met:', '// * Redistributions of source code must retain the above copyright', '// notice, this list of conditions and the following disclaimer.', '// * Redistributions in binary form must reproduce the above copyright', '// notice, this list of conditions and the following disclaimer in the', '// documentation and/or other materials provided with the distribution.', '// * Neither the name of NVIDIA CORPORATION nor the names of its', '// contributors may be used to endorse or promote products derived', '// from this software without specific prior written permission.', '//', '// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY', '// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE', '// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR', '// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR', '// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,', '// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,', '// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR', '// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY', '// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT', '// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE', '// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.', '//', '//----------------------------------------------------------------------------------', '', '#define FXAA_PC 1', '#define FXAA_GLSL_100 1', '#define FXAA_QUALITY_PRESET 12', '', '#define FXAA_GREEN_AS_LUMA 1', '', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_PC_CONSOLE', ' //', ' // The console algorithm for PC is included', ' // for developers targeting really low spec machines.', ' // Likely better to just run FXAA_PC, and use a really low preset.', ' //', ' #define FXAA_PC_CONSOLE 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_120', ' #define FXAA_GLSL_120 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_130', ' #define FXAA_GLSL_130 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_3', ' #define FXAA_HLSL_3 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_4', ' #define FXAA_HLSL_4 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_5', ' #define FXAA_HLSL_5 0', '#endif', '/*==========================================================================*/', '#ifndef FXAA_GREEN_AS_LUMA', ' //', ' // For those using non-linear color,', ' // and either not able to get luma in alpha, or not wanting to,', ' // this enables FXAA to run using green as a proxy for luma.', ' // So with this enabled, no need to pack luma in alpha.', ' //', ' // This will turn off AA on anything which lacks some amount of green.', ' // Pure red and blue or combination of only R and B, will get no AA.', ' //', ' // Might want to lower the settings for both,', ' // fxaaConsoleEdgeThresholdMin', ' // fxaaQualityEdgeThresholdMin', ' // In order to insure AA does not get turned off on colors', ' // which contain a minor amount of green.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_GREEN_AS_LUMA 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_EARLY_EXIT', ' //', ' // Controls algorithm\'s early exit path.', ' // On PS3 turning this ON adds 2 cycles to the shader.', ' // On 360 turning this OFF adds 10ths of a millisecond to the shader.', ' // Turning this off on console will result in a more blurry image.', ' // So this defaults to on.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_EARLY_EXIT 1', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_DISCARD', ' //', ' // Only valid for PC OpenGL currently.', ' // Probably will not work when FXAA_GREEN_AS_LUMA = 1.', ' //', ' // 1 = Use discard on pixels which don\'t need AA.', ' // For APIs which enable concurrent TEX+ROP from same surface.', ' // 0 = Return unchanged color on pixels which don\'t need AA.', ' //', ' #define FXAA_DISCARD 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_FAST_PIXEL_OFFSET', ' //', ' // Used for GLSL 120 only.', ' //', ' // 1 = GL API supports fast pixel offsets', ' // 0 = do not use fast pixel offsets', ' //', ' #ifdef GL_EXT_gpu_shader4', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifndef FXAA_FAST_PIXEL_OFFSET', ' #define FXAA_FAST_PIXEL_OFFSET 0', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GATHER4_ALPHA', ' //', ' // 1 = API supports gather4 on alpha channel.', ' // 0 = API does not support gather4 on alpha channel.', ' //', ' #if (FXAA_HLSL_5 == 1)', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifndef FXAA_GATHER4_ALPHA', ' #define FXAA_GATHER4_ALPHA 0', ' #endif', '#endif', '', '', '/*============================================================================', ' FXAA QUALITY - TUNING KNOBS', '------------------------------------------------------------------------------', 'NOTE the other tuning knobs are now in the shader function inputs!', '============================================================================*/', '#ifndef FXAA_QUALITY_PRESET', ' //', ' // Choose the quality preset.', ' // This needs to be compiled into the shader as it effects code.', ' // Best option to include multiple presets is to', ' // in each shader define the preset, then include this file.', ' //', ' // OPTIONS', ' // -----------------------------------------------------------------------', ' // 10 to 15 - default medium dither (10=fastest, 15=highest quality)', ' // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)', ' // 39 - no dither, very expensive', ' //', ' // NOTES', ' // -----------------------------------------------------------------------', ' // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)', ' // 13 = about same speed as FXAA 3.9 and better than 12', ' // 23 = closest to FXAA 3.9 visually and performance wise', ' // _ = the lowest digit is directly related to performance', ' // _ = the highest digit is directly related to style', ' //', ' #define FXAA_QUALITY_PRESET 12', '#endif', '', '', '/*============================================================================', '', ' FXAA QUALITY - PRESETS', '', '============================================================================*/', '', '/*============================================================================', ' FXAA QUALITY - MEDIUM DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 10)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 3.0', ' #define FXAA_QUALITY_P2 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 11)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 3.0', ' #define FXAA_QUALITY_P3 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 12)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 4.0', ' #define FXAA_QUALITY_P4 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 13)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 4.0', ' #define FXAA_QUALITY_P5 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 14)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 4.0', ' #define FXAA_QUALITY_P6 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 15)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 12.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - LOW DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 20)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 2.0', ' #define FXAA_QUALITY_P2 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 21)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 22)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 23)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 24)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 3.0', ' #define FXAA_QUALITY_P6 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 25)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 26)', ' #define FXAA_QUALITY_PS 9', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 4.0', ' #define FXAA_QUALITY_P8 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 27)', ' #define FXAA_QUALITY_PS 10', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 4.0', ' #define FXAA_QUALITY_P9 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 28)', ' #define FXAA_QUALITY_PS 11', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 4.0', ' #define FXAA_QUALITY_P10 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 29)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - EXTREME QUALITY', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 39)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.0', ' #define FXAA_QUALITY_P2 1.0', ' #define FXAA_QUALITY_P3 1.0', ' #define FXAA_QUALITY_P4 1.0', ' #define FXAA_QUALITY_P5 1.5', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '', '', '/*============================================================================', '', ' API PORTING', '', '============================================================================*/', '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)', ' #define FxaaBool bool', ' #define FxaaDiscard discard', ' #define FxaaFloat float', ' #define FxaaFloat2 vec2', ' #define FxaaFloat3 vec3', ' #define FxaaFloat4 vec4', ' #define FxaaHalf float', ' #define FxaaHalf2 vec2', ' #define FxaaHalf3 vec3', ' #define FxaaHalf4 vec4', ' #define FxaaInt2 ivec2', ' #define FxaaSat(x) clamp(x, 0.0, 1.0)', ' #define FxaaTex sampler2D', '#else', ' #define FxaaBool bool', ' #define FxaaDiscard clip(-1)', ' #define FxaaFloat float', ' #define FxaaFloat2 float2', ' #define FxaaFloat3 float3', ' #define FxaaFloat4 float4', ' #define FxaaHalf half', ' #define FxaaHalf2 half2', ' #define FxaaHalf3 half3', ' #define FxaaHalf4 half4', ' #define FxaaSat(x) saturate(x)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_100 == 1)', ' #define FxaaTexTop(t, p) texture2D(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_120 == 1)', ' // Requires,', ' // #version 120', ' // And at least,', ' // #extension GL_EXT_gpu_shader4 : enable', ' // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)', ' #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)', ' #if (FXAA_FAST_PIXEL_OFFSET == 1)', ' #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)', ' #else', ' #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)', ' #endif', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_130 == 1)', ' // Requires "#version 130" or better', ' #define FxaaTexTop(t, p) textureLod(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_3 == 1)', ' #define FxaaInt2 float2', ' #define FxaaTex sampler2D', ' #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))', ' #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_4 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_5 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', ' #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)', ' #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)', ' #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)', ' #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)', '#endif', '', '', '/*============================================================================', ' GREEN AS LUMA OPTION SUPPORT FUNCTION', '============================================================================*/', '#if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }', '#else', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }', '#endif', '', '', '', '', '/*============================================================================', '', ' FXAA3 QUALITY - PC', '', '============================================================================*/', '#if (FXAA_PC == 1)', '/*--------------------------------------------------------------------------*/', 'FxaaFloat4 FxaaPixelShader(', ' //', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy} = center of pixel', ' FxaaFloat2 pos,', ' //', ' // Used only for FXAA Console, and not used on the 360 version.', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy_} = upper left of pixel', ' // {_zw} = lower right of pixel', ' FxaaFloat4 fxaaConsolePosPos,', ' //', ' // Input color texture.', ' // {rgb_} = color in linear or perceptual color space', ' // if (FXAA_GREEN_AS_LUMA == 0)', ' // {__a} = luma in perceptual color space (not linear)', ' FxaaTex tex,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 2nd sampler.', ' // This sampler needs to have an exponent bias of -1.', ' FxaaTex fxaaConsole360TexExpBiasNegOne,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 3nd sampler.', ' // This sampler needs to have an exponent bias of -2.', ' FxaaTex fxaaConsole360TexExpBiasNegTwo,', ' //', ' // Only used on FXAA Quality.', ' // This must be from a constant/uniform.', ' // {x_} = 1.0/screenWidthInPixels', ' // {_y} = 1.0/screenHeightInPixels', ' FxaaFloat2 fxaaQualityRcpFrame,', ' //', ' // Only used on FXAA Console.', ' // This must be from a constant/uniform.', ' // This effects sub-pixel AA quality and inversely sharpness.', ' // Where N ranges between,', ' // N = 0.50 (default)', ' // N = 0.33 (sharper)', ' // {x__} = -N/screenWidthInPixels', ' // {_y_} = -N/screenHeightInPixels', ' // {_z_} = N/screenWidthInPixels', ' // {__w} = N/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt,', ' //', ' // Only used on FXAA Console.', ' // Not used on 360, but used on PS3 and PC.', ' // This must be from a constant/uniform.', ' // {x__} = -2.0/screenWidthInPixels', ' // {_y_} = -2.0/screenHeightInPixels', ' // {_z_} = 2.0/screenWidthInPixels', ' // {__w} = 2.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt2,', ' //', ' // Only used on FXAA Console.', ' // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.', ' // This must be from a constant/uniform.', ' // {x__} = 8.0/screenWidthInPixels', ' // {_y_} = 8.0/screenHeightInPixels', ' // {_z_} = -4.0/screenWidthInPixels', ' // {__w} = -4.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsole360RcpFrameOpt2,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_SUBPIX define.', ' // It is here now to allow easier tuning.', ' // Choose the amount of sub-pixel aliasing removal.', ' // This can effect sharpness.', ' // 1.00 - upper limit (softer)', ' // 0.75 - default amount of filtering', ' // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)', ' // 0.25 - almost off', ' // 0.00 - completely off', ' FxaaFloat fxaaQualitySubpix,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // The minimum amount of local contrast required to apply algorithm.', ' // 0.333 - too little (faster)', ' // 0.250 - low quality', ' // 0.166 - default', ' // 0.125 - high quality', ' // 0.063 - overkill (slower)', ' FxaaFloat fxaaQualityEdgeThreshold,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // 0.0833 - upper limit (default, the start of visible unfiltered edges)', ' // 0.0625 - high quality (faster)', ' // 0.0312 - visible limit (slower)', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaQualityEdgeThresholdMin,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only three safe values here: 2 and 4 and 8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // For all other platforms can be a non-power of two.', ' // 8.0 is sharper (default!!!)', ' // 4.0 is softer', ' // 2.0 is really soft (good only for vector graphics inputs)', ' FxaaFloat fxaaConsoleEdgeSharpness,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only two safe values here: 1/4 and 1/8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // The console setting has a different mapping than the quality setting.', ' // Other platforms can use other values.', ' // 0.125 leaves less aliasing, but is softer (default!!!)', ' // 0.25 leaves more aliasing, and is sharper', ' FxaaFloat fxaaConsoleEdgeThreshold,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // The console setting has a different mapping than the quality setting.', ' // This only applies when FXAA_EARLY_EXIT is 1.', ' // This does not apply to PS3,', ' // PS3 was simplified to avoid more shader instructions.', ' // 0.06 - faster but more aliasing in darks', ' // 0.05 - default', ' // 0.04 - slower and less aliasing in darks', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaConsoleEdgeThresholdMin,', ' //', ' // Extra constants for 360 FXAA Console only.', ' // Use zeros or anything else for other platforms.', ' // These must be in physical constant registers and NOT immediates.', ' // Immediates will result in compiler un-optimizing.', ' // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)', ' FxaaFloat4 fxaaConsole360ConstDir', ') {', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posM;', ' posM.x = pos.x;', ' posM.y = pos.y;', ' #if (FXAA_GATHER4_ALPHA == 1)', ' #if (FXAA_DISCARD == 0)', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #endif', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));', ' #else', ' FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));', ' #endif', ' #if (FXAA_DISCARD == 1)', ' #define lumaM luma4A.w', ' #endif', ' #define lumaE luma4A.z', ' #define lumaS luma4A.x', ' #define lumaSE luma4A.y', ' #define lumaNW luma4B.w', ' #define lumaN luma4B.z', ' #define lumaW luma4B.x', ' #else', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));', ' #endif', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat maxSM = max(lumaS, lumaM);', ' FxaaFloat minSM = min(lumaS, lumaM);', ' FxaaFloat maxESM = max(lumaE, maxSM);', ' FxaaFloat minESM = min(lumaE, minSM);', ' FxaaFloat maxWN = max(lumaN, lumaW);', ' FxaaFloat minWN = min(lumaN, lumaW);', ' FxaaFloat rangeMax = max(maxWN, maxESM);', ' FxaaFloat rangeMin = min(minWN, minESM);', ' FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;', ' FxaaFloat range = rangeMax - rangeMin;', ' FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);', ' FxaaBool earlyExit = range < rangeMaxClamped;', '/*--------------------------------------------------------------------------*/', ' if(earlyExit)', ' #if (FXAA_DISCARD == 1)', ' FxaaDiscard;', ' #else', ' return rgbyM;', ' #endif', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_GATHER4_ALPHA == 0)', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', ' #else', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNS = lumaN + lumaS;', ' FxaaFloat lumaWE = lumaW + lumaE;', ' FxaaFloat subpixRcpRange = 1.0/range;', ' FxaaFloat subpixNSWE = lumaNS + lumaWE;', ' FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;', ' FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNESE = lumaNE + lumaSE;', ' FxaaFloat lumaNWNE = lumaNW + lumaNE;', ' FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;', ' FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNWSW = lumaNW + lumaSW;', ' FxaaFloat lumaSWSE = lumaSW + lumaSE;', ' FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);', ' FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);', ' FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;', ' FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;', ' FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;', ' FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;', ' FxaaFloat lengthSign = fxaaQualityRcpFrame.x;', ' FxaaBool horzSpan = edgeHorz >= edgeVert;', ' FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;', '/*--------------------------------------------------------------------------*/', ' if(!horzSpan) lumaN = lumaW;', ' if(!horzSpan) lumaS = lumaE;', ' if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;', ' FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat gradientN = lumaN - lumaM;', ' FxaaFloat gradientS = lumaS - lumaM;', ' FxaaFloat lumaNN = lumaN + lumaM;', ' FxaaFloat lumaSS = lumaS + lumaM;', ' FxaaBool pairN = abs(gradientN) >= abs(gradientS);', ' FxaaFloat gradient = max(abs(gradientN), abs(gradientS));', ' if(pairN) lengthSign = -lengthSign;', ' FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posB;', ' posB.x = posM.x;', ' posB.y = posM.y;', ' FxaaFloat2 offNP;', ' offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;', ' offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;', ' if(!horzSpan) posB.x += lengthSign * 0.5;', ' if( horzSpan) posB.y += lengthSign * 0.5;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posN;', ' posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;', ' posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat2 posP;', ' posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;', ' posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;', ' FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));', ' FxaaFloat subpixE = subpixC * subpixC;', ' FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));', '/*--------------------------------------------------------------------------*/', ' if(!pairN) lumaNN = lumaSS;', ' FxaaFloat gradientScaled = gradient * 1.0/4.0;', ' FxaaFloat lumaMM = lumaM - lumaNN * 0.5;', ' FxaaFloat subpixF = subpixD * subpixE;', ' FxaaBool lumaMLTZero = lumaMM < 0.0;', '/*--------------------------------------------------------------------------*/', ' lumaEndN -= lumaNN * 0.5;', ' lumaEndP -= lumaNN * 0.5;', ' FxaaBool doneN = abs(lumaEndN) >= gradientScaled;', ' FxaaBool doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;', ' FxaaBool doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;', '/*--------------------------------------------------------------------------*/', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 3)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 4)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 5)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 6)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 7)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 8)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 9)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 10)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 11)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 12)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', '/*--------------------------------------------------------------------------*/', ' FxaaFloat dstN = posM.x - posN.x;', ' FxaaFloat dstP = posP.x - posM.x;', ' if(!horzSpan) dstN = posM.y - posN.y;', ' if(!horzSpan) dstP = posP.y - posM.y;', '/*--------------------------------------------------------------------------*/', ' FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;', ' FxaaFloat spanLength = (dstP + dstN);', ' FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;', ' FxaaFloat spanLengthRcp = 1.0/spanLength;', '/*--------------------------------------------------------------------------*/', ' FxaaBool directionN = dstN < dstP;', ' FxaaFloat dst = min(dstN, dstP);', ' FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;', ' FxaaFloat subpixG = subpixF * subpixF;', ' FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;', ' FxaaFloat subpixH = subpixG * fxaaQualitySubpix;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;', ' FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);', ' if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;', ' if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;', ' #if (FXAA_DISCARD == 1)', ' return FxaaTexTop(tex, posM);', ' #else', ' return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);', ' #endif', '}', '/*==========================================================================*/', '#endif', '', 'void main() {', ' gl_FragColor = FxaaPixelShader(', ' vUv,', ' vec4(0.0),', ' tDiffuse,', ' tDiffuse,', ' tDiffuse,', ' resolution,', ' vec4(0.0),', ' vec4(0.0),', ' vec4(0.0),', ' 0.75,', ' 0.166,', ' 0.0833,', ' 0.0,', ' 0.0,', ' 0.0,', ' vec4(0.0)', ' );', '', ' // TODO avoid querying texture twice for same texel', ' gl_FragColor.a = texture2D(tDiffuse, vUv).a;', '}' ].join( '\n' ) }; export { FXAAShader };