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- 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 ([email protected])',
- '',
- '//----------------------------------------------------------------------------------',
- '// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag',
- '// SDK Version: v3.00',
- '// Email: [email protected]',
- '// 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 };
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