FXAAShader.js 2.9 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author davidedc / http://www.sketchpatch.net/
  4. *
  5. * NVIDIA FXAA by Timothy Lottes
  6. * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
  7. * - WebGL port by @supereggbert
  8. * http://www.glge.org/demos/fxaa/
  9. */
  10. THREE.FXAAShader = {
  11. uniforms: {
  12. "tDiffuse": { type: "t", value: null },
  13. "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
  14. },
  15. vertexShader: [
  16. "varying vec2 vUv;",
  17. "void main() {",
  18. "vUv = uv;",
  19. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  20. "}"
  21. ].join("\n"),
  22. fragmentShader: [
  23. "uniform sampler2D tDiffuse;",
  24. "uniform vec2 resolution;",
  25. "varying vec2 vUv;",
  26. "#define FXAA_REDUCE_MIN (1.0/128.0)",
  27. "#define FXAA_REDUCE_MUL (1.0/8.0)",
  28. "#define FXAA_SPAN_MAX 8.0",
  29. "void main() {",
  30. "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
  31. "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
  32. "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
  33. "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
  34. "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
  35. "vec3 rgbM = rgbaM.xyz;",
  36. "float opacity = rgbaM.w;",
  37. "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
  38. "float lumaNW = dot( rgbNW, luma );",
  39. "float lumaNE = dot( rgbNE, luma );",
  40. "float lumaSW = dot( rgbSW, luma );",
  41. "float lumaSE = dot( rgbSE, luma );",
  42. "float lumaM = dot( rgbM, luma );",
  43. "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
  44. "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
  45. "vec2 dir;",
  46. "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
  47. "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
  48. "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
  49. "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
  50. "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
  51. "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
  52. "dir * rcpDirMin)) * resolution;",
  53. "vec3 rgbA = 0.5 * (",
  54. "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
  55. "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
  56. "vec3 rgbB = rgbA * 0.5 + 0.25 * (",
  57. "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
  58. "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
  59. "float lumaB = dot( rgbB, luma );",
  60. "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
  61. "gl_FragColor = vec4( rgbA, opacity );",
  62. "} else {",
  63. "gl_FragColor = vec4( rgbB, opacity );",
  64. "}",
  65. "}"
  66. ].join("\n")
  67. };