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@@ -32,52 +32,52 @@ const FXAAShader = { | |
}`, | ||
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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. | ||
// | ||
//---------------------------------------------------------------------------------- | ||
#ifndef FXAA_DISCARD | ||
fragmentShader: /* glsl */` | ||
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. | ||
// | ||
//---------------------------------------------------------------------------------- | ||
#ifndef FXAA_DISCARD | ||
// | ||
// Only valid for PC OpenGL currently. | ||
// Probably will not work when FXAA_GREEN_AS_LUMA = 1. | ||
|
@@ -87,35 +87,35 @@ const FXAAShader = { | |
// 0 = Return unchanged color on pixels which don't need AA. | ||
// | ||
#define FXAA_DISCARD 0 | ||
#endif | ||
#endif | ||
/*--------------------------------------------------------------------------*/ | ||
#define FxaaTexTop(t, p) texture2D(t, p, -100.0) | ||
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0) | ||
/*--------------------------------------------------------------------------*/ | ||
/*--------------------------------------------------------------------------*/ | ||
#define FxaaTexTop(t, p) texture2D(t, p, -100.0) | ||
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0) | ||
/*--------------------------------------------------------------------------*/ | ||
#define NUM_SAMPLES 5 | ||
#define NUM_SAMPLES 5 | ||
// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha | ||
float contrast( vec4 a, vec4 b ) { | ||
// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha | ||
float contrast( vec4 a, vec4 b ) { | ||
vec4 diff = abs( a - b ); | ||
return max( max( max( diff.r, diff.g ), diff.b ), diff.a ); | ||
} | ||
} | ||
/*============================================================================ | ||
/*============================================================================ | ||
FXAA3 QUALITY - PC | ||
============================================================================*/ | ||
============================================================================*/ | ||
/*--------------------------------------------------------------------------*/ | ||
vec4 FxaaPixelShader( | ||
/*--------------------------------------------------------------------------*/ | ||
vec4 FxaaPixelShader( | ||
vec2 posM, | ||
sampler2D tex, | ||
vec2 fxaaQualityRcpFrame, | ||
float fxaaQualityEdgeThreshold, | ||
float fxaaQualityinvEdgeThreshold | ||
) { | ||
) { | ||
vec4 rgbaM = FxaaTexTop(tex, posM); | ||
vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy); | ||
vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy); | ||
|
@@ -136,9 +136,9 @@ const FXAAShader = { | |
// . 0 . | ||
#if (FXAA_DISCARD == 1) | ||
if(earlyExit) FxaaDiscard; | ||
if(earlyExit) FxaaDiscard; | ||
#else | ||
if(earlyExit) return rgbaM; | ||
if(earlyExit) return rgbaM; | ||
#endif | ||
float contrastN = contrast( rgbaM, rgbaN ); | ||
|
@@ -156,46 +156,46 @@ const FXAAShader = { | |
// 45 deg edge detection and corners of objects, aka V/H contrast is too similar | ||
if( abs( relativeVContrast ) < .3 ) { | ||
// locate the edge | ||
vec2 dirToEdge; | ||
dirToEdge.x = contrastE > contrastW ? 1. : -1.; | ||
dirToEdge.y = contrastS > contrastN ? 1. : -1.; | ||
// . 2 . . 1 . | ||
// 1 0 2 ~= 0 0 1 | ||
// . 1 . . 0 . | ||
// tap 2 pixels and see which ones are "outside" the edge, to | ||
// determine if the edge is vertical or horizontal | ||
vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy); | ||
float matchAlongH = contrast( rgbaM, rgbaAlongH ); | ||
// . 1 . | ||
// locate the edge | ||
vec2 dirToEdge; | ||
dirToEdge.x = contrastE > contrastW ? 1. : -1.; | ||
dirToEdge.y = contrastS > contrastN ? 1. : -1.; | ||
// . 2 . . 1 . | ||
// 1 0 2 ~= 0 0 1 | ||
// . 1 . . 0 . | ||
// tap 2 pixels and see which ones are "outside" the edge, to | ||
// determine if the edge is vertical or horizontal | ||
vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy); | ||
float matchAlongH = contrast( rgbaM, rgbaAlongH ); | ||
// . 1 . | ||
// 0 0 1 | ||
// . 0 H | ||
vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy); | ||
float matchAlongV = contrast( rgbaM, rgbaAlongV ); | ||
// V 1 . | ||
// 0 0 1 | ||
// . 0 . | ||
relativeVContrast = matchAlongV - matchAlongH; | ||
relativeVContrast *= fxaaQualityinvEdgeThreshold; | ||
if( abs( relativeVContrast ) < .3 ) { // 45 deg edge | ||
// 1 1 . | ||
// 0 0 1 | ||
// . 0 H | ||
// . 0 1 | ||
vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy); | ||
float matchAlongV = contrast( rgbaM, rgbaAlongV ); | ||
// V 1 . | ||
// 0 0 1 | ||
// . 0 . | ||
relativeVContrast = matchAlongV - matchAlongH; | ||
relativeVContrast *= fxaaQualityinvEdgeThreshold; | ||
if( abs( relativeVContrast ) < .3 ) { // 45 deg edge | ||
// 1 1 . | ||
// 0 0 1 | ||
// . 0 1 | ||
// do a simple blur | ||
return mix( | ||
rgbaM, | ||
(rgbaN + rgbaS + rgbaE + rgbaW) * .25, | ||
.4 | ||
); | ||
} | ||
// do a simple blur | ||
return mix( | ||
rgbaM, | ||
(rgbaN + rgbaS + rgbaE + rgbaW) * .25, | ||
.4 | ||
); | ||
} | ||
horzSpan = relativeVContrast > 0.; | ||
horzSpan = relativeVContrast > 0.; | ||
} | ||
if(!horzSpan) rgbaN = rgbaW; | ||
|
@@ -224,35 +224,35 @@ const FXAAShader = { | |
int iterationsUsedN = 0; | ||
int iterationsUsedP = 0; | ||
for( int i = 0; i < NUM_SAMPLES; i++ ) { | ||
iterationsUsed = i; | ||
float increment = float(i + 1); | ||
if(!doneN) { | ||
nDist += increment; | ||
posN = posM + offNP * nDist; | ||
vec4 rgbaEndN = FxaaTexTop(tex, posN.xy); | ||
doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN ); | ||
iterationsUsedN = i; | ||
} | ||
if(!doneP) { | ||
pDist += increment; | ||
posP = posM - offNP * pDist; | ||
vec4 rgbaEndP = FxaaTexTop(tex, posP.xy); | ||
doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN ); | ||
iterationsUsedP = i; | ||
} | ||
if(doneN || doneP) break; | ||
iterationsUsed = i; | ||
float increment = float(i + 1); | ||
if(!doneN) { | ||
nDist += increment; | ||
posN = posM + offNP * nDist; | ||
vec4 rgbaEndN = FxaaTexTop(tex, posN.xy); | ||
doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN ); | ||
iterationsUsedN = i; | ||
} | ||
if(!doneP) { | ||
pDist += increment; | ||
posP = posM - offNP * pDist; | ||
vec4 rgbaEndP = FxaaTexTop(tex, posP.xy); | ||
doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN ); | ||
iterationsUsedP = i; | ||
} | ||
if(doneN || doneP) break; | ||
} | ||
if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge | ||
float dist = min( | ||
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1., | ||
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1. | ||
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1., | ||
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1. | ||
); | ||
// hacky way of reduces blurriness of mostly diagonal edges | ||
|
@@ -262,25 +262,25 @@ const FXAAShader = { | |
dist = 1. - dist; | ||
return mix( | ||
rgbaM, | ||
rgbaN, | ||
dist * .5 | ||
rgbaM, | ||
rgbaN, | ||
dist * .5 | ||
); | ||
} | ||
} | ||
void main() { | ||
void main() { | ||
const float edgeDetectionQuality = .2; | ||
const float invEdgeDetectionQuality = 1. / edgeDetectionQuality; | ||
gl_FragColor = FxaaPixelShader( | ||
vUv, | ||
tDiffuse, | ||
resolution, | ||
edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard | ||
invEdgeDetectionQuality | ||
vUv, | ||
tDiffuse, | ||
resolution, | ||
edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard | ||
invEdgeDetectionQuality | ||
); | ||
} | ||
} | ||
` | ||
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||
}; | ||
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