( 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; } )();