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- ( function () {
- /**
- * 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/
- */
- const FXAAShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'resolution': {
- value: new THREE.Vector2( 1 / 1024, 1 / 512 )
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: // 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.
- //
- //----------------------------------------------------------------------------------
- /* glsl */
- `
- precision highp float;
- uniform sampler2D tDiffuse;
- uniform vec2 resolution;
- varying vec2 vUv;
- #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;
- }`
- };
- THREE.FXAAShader = FXAAShader;
- } )();
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