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285 lines
8.3 KiB
285 lines
8.3 KiB
2 years ago
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( function () {
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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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* Further improved by Daniel Sturk
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*/
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const FXAAShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'resolution': {
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value: new THREE.Vector2( 1 / 1024, 1 / 512 )
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}
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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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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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// 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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#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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#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
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/*--------------------------------------------------------------------------*/
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#define NUM_SAMPLES 5
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// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
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float contrast( vec4 a, vec4 b ) {
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vec4 diff = abs( a - b );
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return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
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}
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/*============================================================================
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FXAA3 QUALITY - PC
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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vec4 FxaaPixelShader(
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vec2 posM,
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sampler2D tex,
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vec2 fxaaQualityRcpFrame,
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float fxaaQualityEdgeThreshold,
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float fxaaQualityinvEdgeThreshold
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) {
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vec4 rgbaM = FxaaTexTop(tex, posM);
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vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
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// . S .
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// W M E
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// . N .
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bool earlyExit = max( max( max(
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contrast( rgbaM, rgbaN ),
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contrast( rgbaM, rgbaS ) ),
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contrast( rgbaM, rgbaE ) ),
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contrast( rgbaM, rgbaW ) )
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< fxaaQualityEdgeThreshold;
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// . 0 .
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// 0 0 0
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// . 0 .
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#if (FXAA_DISCARD == 1)
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if(earlyExit) FxaaDiscard;
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#else
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if(earlyExit) return rgbaM;
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#endif
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float contrastN = contrast( rgbaM, rgbaN );
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float contrastS = contrast( rgbaM, rgbaS );
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float contrastE = contrast( rgbaM, rgbaE );
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float contrastW = contrast( rgbaM, rgbaW );
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float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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bool horzSpan = relativeVContrast > 0.;
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// . 1 .
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// 0 0 0
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// . 1 .
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// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
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if( abs( relativeVContrast ) < .3 ) {
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// locate the edge
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vec2 dirToEdge;
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dirToEdge.x = contrastE > contrastW ? 1. : -1.;
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dirToEdge.y = contrastS > contrastN ? 1. : -1.;
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// . 2 . . 1 .
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// 1 0 2 ~= 0 0 1
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// . 1 . . 0 .
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// tap 2 pixels and see which ones are "outside" the edge, to
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// determine if the edge is vertical or horizontal
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vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongH = contrast( rgbaM, rgbaAlongH );
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// . 1 .
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// 0 0 1
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// . 0 H
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vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongV = contrast( rgbaM, rgbaAlongV );
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// V 1 .
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// 0 0 1
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// . 0 .
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relativeVContrast = matchAlongV - matchAlongH;
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
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// 1 1 .
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// 0 0 1
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// . 0 1
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// do a simple blur
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return mix(
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rgbaM,
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(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
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.4
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);
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}
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horzSpan = relativeVContrast > 0.;
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}
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if(!horzSpan) rgbaN = rgbaW;
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if(!horzSpan) rgbaS = rgbaE;
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// . 0 . 1
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// 1 0 1 -> 0
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// . 0 . 1
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bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
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if(!pairN) rgbaN = rgbaS;
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vec2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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bool doneN = false;
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bool doneP = false;
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float nDist = 0.;
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float pDist = 0.;
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vec2 posN = posM;
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vec2 posP = posM;
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int iterationsUsed = 0;
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int iterationsUsedN = 0;
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int iterationsUsedP = 0;
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for( int i = 0; i < NUM_SAMPLES; i++ ) {
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iterationsUsed = i;
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float increment = float(i + 1);
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if(!doneN) {
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nDist += increment;
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posN = posM + offNP * nDist;
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vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
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doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
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iterationsUsedN = i;
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}
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if(!doneP) {
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pDist += increment;
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posP = posM - offNP * pDist;
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vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
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doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
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iterationsUsedP = i;
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}
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if(doneN || doneP) break;
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}
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if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
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float dist = min(
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doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
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doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
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);
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// hacky way of reduces blurriness of mostly diagonal edges
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// but reduces AA quality
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dist = pow(dist, .5);
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dist = 1. - dist;
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return mix(
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rgbaM,
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rgbaN,
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dist * .5
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);
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}
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void main() {
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const float edgeDetectionQuality = .2;
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const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
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gl_FragColor = FxaaPixelShader(
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vUv,
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tDiffuse,
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resolution,
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edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
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invEdgeDetectionQuality
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);
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}
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`
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};
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THREE.FXAAShader = FXAAShader;
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} )();
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