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( function () {
/**
* NVIDIA FXAA by Timothy Lottes
* https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
* - WebGL port by @supereggbert
* http://www.glge.org/demos/fxaa/
* Further improved by Daniel Sturk
*/
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: `
precision highp float;
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
// 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.
//
//----------------------------------------------------------------------------------
#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
/*--------------------------------------------------------------------------*/
#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
/*--------------------------------------------------------------------------*/
#define NUM_SAMPLES 5
// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
float contrast( vec4 a, vec4 b ) {
vec4 diff = abs( a - b );
return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
}
/*============================================================================
FXAA3 QUALITY - PC
============================================================================*/
/*--------------------------------------------------------------------------*/
vec4 FxaaPixelShader(
vec2 posM,
sampler2D tex,
vec2 fxaaQualityRcpFrame,
float fxaaQualityEdgeThreshold,
float fxaaQualityinvEdgeThreshold
) {
vec4 rgbaM = FxaaTexTop(tex, posM);
vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
// . S .
// W M E
// . N .
bool earlyExit = max( max( max(
contrast( rgbaM, rgbaN ),
contrast( rgbaM, rgbaS ) ),
contrast( rgbaM, rgbaE ) ),
contrast( rgbaM, rgbaW ) )
< fxaaQualityEdgeThreshold;
// . 0 .
// 0 0 0
// . 0 .
#if (FXAA_DISCARD == 1)
if(earlyExit) FxaaDiscard;
#else
if(earlyExit) return rgbaM;
#endif
float contrastN = contrast( rgbaM, rgbaN );
float contrastS = contrast( rgbaM, rgbaS );
float contrastE = contrast( rgbaM, rgbaE );
float contrastW = contrast( rgbaM, rgbaW );
float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
relativeVContrast *= fxaaQualityinvEdgeThreshold;
bool horzSpan = relativeVContrast > 0.;
// . 1 .
// 0 0 0
// . 1 .
// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
if( abs( relativeVContrast ) < .3 ) {
// locate the edge
vec2 dirToEdge;
dirToEdge.x = contrastE > contrastW ? 1. : -1.;
dirToEdge.y = contrastS > contrastN ? 1. : -1.;
// . 2 . . 1 .
// 1 0 2 ~= 0 0 1
// . 1 . . 0 .
// tap 2 pixels and see which ones are "outside" the edge, to
// determine if the edge is vertical or horizontal
vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
float matchAlongH = contrast( rgbaM, rgbaAlongH );
// . 1 .
// 0 0 1
// . 0 H
vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
float matchAlongV = contrast( rgbaM, rgbaAlongV );
// V 1 .
// 0 0 1
// . 0 .
relativeVContrast = matchAlongV - matchAlongH;
relativeVContrast *= fxaaQualityinvEdgeThreshold;
if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
// 1 1 .
// 0 0 1
// . 0 1
// do a simple blur
return mix(
rgbaM,
(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
.4
);
}
horzSpan = relativeVContrast > 0.;
}
if(!horzSpan) rgbaN = rgbaW;
if(!horzSpan) rgbaS = rgbaE;
// . 0 . 1
// 1 0 1 -> 0
// . 0 . 1
bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
if(!pairN) rgbaN = rgbaS;
vec2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
bool doneN = false;
bool doneP = false;
float nDist = 0.;
float pDist = 0.;
vec2 posN = posM;
vec2 posP = posM;
int iterationsUsed = 0;
int iterationsUsedN = 0;
int iterationsUsedP = 0;
for( int i = 0; i < NUM_SAMPLES; i++ ) {
iterationsUsed = i;
float increment = float(i + 1);
if(!doneN) {
nDist += increment;
posN = posM + offNP * nDist;
vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
iterationsUsedN = i;
}
if(!doneP) {
pDist += increment;
posP = posM - offNP * pDist;
vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
iterationsUsedP = i;
}
if(doneN || doneP) break;
}
if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
float dist = min(
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
);
// hacky way of reduces blurriness of mostly diagonal edges
// but reduces AA quality
dist = pow(dist, .5);
dist = 1. - dist;
return mix(
rgbaM,
rgbaN,
dist * .5
);
}
void main() {
const float edgeDetectionQuality = .2;
const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
gl_FragColor = FxaaPixelShader(
vUv,
tDiffuse,
resolution,
edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
invEdgeDetectionQuality
);
}
`
};
THREE.FXAAShader = FXAAShader;
} )();