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1118 lines
45 KiB
1118 lines
45 KiB
import { |
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Vector2 |
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} from 'three'; |
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/** |
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* NVIDIA FXAA by Timothy Lottes |
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* https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf |
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* - WebGL port by @supereggbert |
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* http://www.glge.org/demos/fxaa/ |
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*/ |
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const FXAAShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) } |
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}, |
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vertexShader: /* glsl */` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: |
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// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com) |
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//---------------------------------------------------------------------------------- |
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// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag |
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// SDK Version: v3.00 |
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// Email: gameworks@nvidia.com |
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// Site: http://developer.nvidia.com/ |
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// |
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions |
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// are met: |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above copyright |
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// notice, this list of conditions and the following disclaimer in the |
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// documentation and/or other materials provided with the distribution. |
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// * Neither the name of NVIDIA CORPORATION nor the names of its |
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// contributors may be used to endorse or promote products derived |
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// from this software without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY |
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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// |
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//---------------------------------------------------------------------------------- |
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/* glsl */` |
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precision highp float; |
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uniform sampler2D tDiffuse; |
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uniform vec2 resolution; |
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varying vec2 vUv; |
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#define FXAA_PC 1 |
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#define FXAA_GLSL_100 1 |
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#define FXAA_QUALITY_PRESET 12 |
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#define FXAA_GREEN_AS_LUMA 1 |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_PC_CONSOLE |
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// |
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// The console algorithm for PC is included |
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// for developers targeting really low spec machines. |
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// Likely better to just run FXAA_PC, and use a really low preset. |
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// |
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#define FXAA_PC_CONSOLE 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_GLSL_120 |
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#define FXAA_GLSL_120 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_GLSL_130 |
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#define FXAA_GLSL_130 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_HLSL_3 |
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#define FXAA_HLSL_3 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_HLSL_4 |
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#define FXAA_HLSL_4 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_HLSL_5 |
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#define FXAA_HLSL_5 0 |
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#endif |
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/*==========================================================================*/ |
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#ifndef FXAA_GREEN_AS_LUMA |
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// |
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// For those using non-linear color, |
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// and either not able to get luma in alpha, or not wanting to, |
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// this enables FXAA to run using green as a proxy for luma. |
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// So with this enabled, no need to pack luma in alpha. |
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// |
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// This will turn off AA on anything which lacks some amount of green. |
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// Pure red and blue or combination of only R and B, will get no AA. |
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// |
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// Might want to lower the settings for both, |
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// fxaaConsoleEdgeThresholdMin |
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// fxaaQualityEdgeThresholdMin |
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// In order to insure AA does not get turned off on colors |
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// which contain a minor amount of green. |
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// |
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// 1 = On. |
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// 0 = Off. |
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// |
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#define FXAA_GREEN_AS_LUMA 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_EARLY_EXIT |
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// |
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// Controls algorithm\'s early exit path. |
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// On PS3 turning this ON adds 2 cycles to the shader. |
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// On 360 turning this OFF adds 10ths of a millisecond to the shader. |
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// Turning this off on console will result in a more blurry image. |
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// So this defaults to on. |
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// |
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// 1 = On. |
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// 0 = Off. |
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// |
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#define FXAA_EARLY_EXIT 1 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_DISCARD |
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// |
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// Only valid for PC OpenGL currently. |
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1. |
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// |
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// 1 = Use discard on pixels which don\'t need AA. |
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// For APIs which enable concurrent TEX+ROP from same surface. |
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// 0 = Return unchanged color on pixels which don\'t need AA. |
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// |
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#define FXAA_DISCARD 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_FAST_PIXEL_OFFSET |
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// |
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// Used for GLSL 120 only. |
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// |
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// 1 = GL API supports fast pixel offsets |
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// 0 = do not use fast pixel offsets |
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// |
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#ifdef GL_EXT_gpu_shader4 |
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#define FXAA_FAST_PIXEL_OFFSET 1 |
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#endif |
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#ifdef GL_NV_gpu_shader5 |
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#define FXAA_FAST_PIXEL_OFFSET 1 |
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#endif |
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#ifdef GL_ARB_gpu_shader5 |
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#define FXAA_FAST_PIXEL_OFFSET 1 |
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#endif |
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#ifndef FXAA_FAST_PIXEL_OFFSET |
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#define FXAA_FAST_PIXEL_OFFSET 0 |
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#endif |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#ifndef FXAA_GATHER4_ALPHA |
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// |
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// 1 = API supports gather4 on alpha channel. |
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// 0 = API does not support gather4 on alpha channel. |
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// |
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#if (FXAA_HLSL_5 == 1) |
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#define FXAA_GATHER4_ALPHA 1 |
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#endif |
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#ifdef GL_ARB_gpu_shader5 |
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#define FXAA_GATHER4_ALPHA 1 |
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#endif |
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#ifdef GL_NV_gpu_shader5 |
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#define FXAA_GATHER4_ALPHA 1 |
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#endif |
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#ifndef FXAA_GATHER4_ALPHA |
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#define FXAA_GATHER4_ALPHA 0 |
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#endif |
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#endif |
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/*============================================================================ |
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FXAA QUALITY - TUNING KNOBS |
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------------------------------------------------------------------------------ |
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NOTE the other tuning knobs are now in the shader function inputs! |
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============================================================================*/ |
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#ifndef FXAA_QUALITY_PRESET |
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// |
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// Choose the quality preset. |
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// This needs to be compiled into the shader as it effects code. |
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// Best option to include multiple presets is to |
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// in each shader define the preset, then include this file. |
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// |
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// OPTIONS |
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// ----------------------------------------------------------------------- |
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// 10 to 15 - default medium dither (10=fastest, 15=highest quality) |
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// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) |
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// 39 - no dither, very expensive |
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// |
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// NOTES |
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// ----------------------------------------------------------------------- |
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// 12 = slightly faster then FXAA 3.9 and higher edge quality (default) |
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// 13 = about same speed as FXAA 3.9 and better than 12 |
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// 23 = closest to FXAA 3.9 visually and performance wise |
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// _ = the lowest digit is directly related to performance |
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// _ = the highest digit is directly related to style |
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// |
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#define FXAA_QUALITY_PRESET 12 |
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#endif |
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/*============================================================================ |
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FXAA QUALITY - PRESETS |
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============================================================================*/ |
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/*============================================================================ |
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FXAA QUALITY - MEDIUM DITHER PRESETS |
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============================================================================*/ |
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#if (FXAA_QUALITY_PRESET == 10) |
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#define FXAA_QUALITY_PS 3 |
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#define FXAA_QUALITY_P0 1.5 |
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#define FXAA_QUALITY_P1 3.0 |
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#define FXAA_QUALITY_P2 12.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 11) |
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#define FXAA_QUALITY_PS 4 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 3.0 |
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#define FXAA_QUALITY_P3 12.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 12) |
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#define FXAA_QUALITY_PS 5 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 4.0 |
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#define FXAA_QUALITY_P4 12.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 13) |
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#define FXAA_QUALITY_PS 6 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 4.0 |
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#define FXAA_QUALITY_P5 12.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 14) |
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#define FXAA_QUALITY_PS 7 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 4.0 |
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#define FXAA_QUALITY_P6 12.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 15) |
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#define FXAA_QUALITY_PS 8 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 4.0 |
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#define FXAA_QUALITY_P7 12.0 |
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#endif |
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/*============================================================================ |
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FXAA QUALITY - LOW DITHER PRESETS |
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============================================================================*/ |
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#if (FXAA_QUALITY_PRESET == 20) |
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#define FXAA_QUALITY_PS 3 |
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#define FXAA_QUALITY_P0 1.5 |
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#define FXAA_QUALITY_P1 2.0 |
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#define FXAA_QUALITY_P2 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 21) |
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#define FXAA_QUALITY_PS 4 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 22) |
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#define FXAA_QUALITY_PS 5 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 23) |
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#define FXAA_QUALITY_PS 6 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 24) |
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#define FXAA_QUALITY_PS 7 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 3.0 |
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#define FXAA_QUALITY_P6 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 25) |
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#define FXAA_QUALITY_PS 8 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 4.0 |
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#define FXAA_QUALITY_P7 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 26) |
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#define FXAA_QUALITY_PS 9 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 2.0 |
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#define FXAA_QUALITY_P7 4.0 |
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#define FXAA_QUALITY_P8 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 27) |
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#define FXAA_QUALITY_PS 10 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 2.0 |
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#define FXAA_QUALITY_P7 2.0 |
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#define FXAA_QUALITY_P8 4.0 |
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#define FXAA_QUALITY_P9 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 28) |
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#define FXAA_QUALITY_PS 11 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 2.0 |
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#define FXAA_QUALITY_P7 2.0 |
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#define FXAA_QUALITY_P8 2.0 |
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#define FXAA_QUALITY_P9 4.0 |
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#define FXAA_QUALITY_P10 8.0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_QUALITY_PRESET == 29) |
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#define FXAA_QUALITY_PS 12 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.5 |
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#define FXAA_QUALITY_P2 2.0 |
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#define FXAA_QUALITY_P3 2.0 |
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#define FXAA_QUALITY_P4 2.0 |
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#define FXAA_QUALITY_P5 2.0 |
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#define FXAA_QUALITY_P6 2.0 |
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#define FXAA_QUALITY_P7 2.0 |
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#define FXAA_QUALITY_P8 2.0 |
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#define FXAA_QUALITY_P9 2.0 |
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#define FXAA_QUALITY_P10 4.0 |
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#define FXAA_QUALITY_P11 8.0 |
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#endif |
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/*============================================================================ |
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FXAA QUALITY - EXTREME QUALITY |
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============================================================================*/ |
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#if (FXAA_QUALITY_PRESET == 39) |
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#define FXAA_QUALITY_PS 12 |
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#define FXAA_QUALITY_P0 1.0 |
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#define FXAA_QUALITY_P1 1.0 |
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#define FXAA_QUALITY_P2 1.0 |
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#define FXAA_QUALITY_P3 1.0 |
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#define FXAA_QUALITY_P4 1.0 |
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#define FXAA_QUALITY_P5 1.5 |
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#define FXAA_QUALITY_P6 2.0 |
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#define FXAA_QUALITY_P7 2.0 |
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#define FXAA_QUALITY_P8 2.0 |
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#define FXAA_QUALITY_P9 2.0 |
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#define FXAA_QUALITY_P10 4.0 |
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#define FXAA_QUALITY_P11 8.0 |
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#endif |
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/*============================================================================ |
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API PORTING |
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============================================================================*/ |
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#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) |
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#define FxaaBool bool |
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#define FxaaDiscard discard |
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#define FxaaFloat float |
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#define FxaaFloat2 vec2 |
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#define FxaaFloat3 vec3 |
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#define FxaaFloat4 vec4 |
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#define FxaaHalf float |
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#define FxaaHalf2 vec2 |
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#define FxaaHalf3 vec3 |
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#define FxaaHalf4 vec4 |
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#define FxaaInt2 ivec2 |
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#define FxaaSat(x) clamp(x, 0.0, 1.0) |
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#define FxaaTex sampler2D |
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#else |
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#define FxaaBool bool |
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#define FxaaDiscard clip(-1) |
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#define FxaaFloat float |
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#define FxaaFloat2 float2 |
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#define FxaaFloat3 float3 |
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#define FxaaFloat4 float4 |
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#define FxaaHalf half |
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#define FxaaHalf2 half2 |
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#define FxaaHalf3 half3 |
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#define FxaaHalf4 half4 |
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#define FxaaSat(x) saturate(x) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_GLSL_100 == 1) |
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#define FxaaTexTop(t, p) texture2D(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_GLSL_120 == 1) |
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// Requires, |
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// #version 120 |
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// And at least, |
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// #extension GL_EXT_gpu_shader4 : enable |
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// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) |
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#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) |
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#if (FXAA_FAST_PIXEL_OFFSET == 1) |
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) |
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#else |
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#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) |
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#endif |
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#if (FXAA_GATHER4_ALPHA == 1) |
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// use #extension GL_ARB_gpu_shader5 : enable |
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) |
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) |
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1) |
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) |
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#endif |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_GLSL_130 == 1) |
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// Requires "#version 130" or better |
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) |
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#if (FXAA_GATHER4_ALPHA == 1) |
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// use #extension GL_ARB_gpu_shader5 : enable |
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) |
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) |
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1) |
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) |
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#endif |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_HLSL_3 == 1) |
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#define FxaaInt2 float2 |
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#define FxaaTex sampler2D |
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#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) |
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#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if (FXAA_HLSL_4 == 1) |
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#define FxaaInt2 int2 |
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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; |
|
}` |
|
|
|
}; |
|
|
|
export { FXAAShader };
|
|
|