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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author davidedc / http://www.sketchpatch.net/
- *
- * 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/
- */
- var FXAAShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- 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.",
- "//",
- "//----------------------------------------------------------------------------------",
- "",
- "#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;",
- "}"
- ].join( "\n" )
- };
- export { FXAAShader };
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