FXAAShader.js 58 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author davidedc / http://www.sketchpatch.net/
  4. *
  5. * NVIDIA FXAA by Timothy Lottes
  6. * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
  7. * - WebGL port by @supereggbert
  8. * http://www.glge.org/demos/fxaa/
  9. */
  10. THREE.FXAAShader = {
  11. uniforms: {
  12. "tDiffuse": { value: null },
  13. "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
  14. },
  15. vertexShader: [
  16. "varying vec2 vUv;",
  17. "void main() {",
  18. "vUv = uv;",
  19. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  20. "}"
  21. ].join( "\n" ),
  22. fragmentShader: [
  23. "precision highp float;",
  24. "",
  25. "uniform sampler2D tDiffuse;",
  26. "",
  27. "uniform vec2 resolution;",
  28. "",
  29. "varying vec2 vUv;",
  30. "",
  31. "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
  32. "",
  33. "//----------------------------------------------------------------------------------",
  34. "// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag",
  35. "// SDK Version: v3.00",
  36. "// Email: gameworks@nvidia.com",
  37. "// Site: http://developer.nvidia.com/",
  38. "//",
  39. "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
  40. "//",
  41. "// Redistribution and use in source and binary forms, with or without",
  42. "// modification, are permitted provided that the following conditions",
  43. "// are met:",
  44. "// * Redistributions of source code must retain the above copyright",
  45. "// notice, this list of conditions and the following disclaimer.",
  46. "// * Redistributions in binary form must reproduce the above copyright",
  47. "// notice, this list of conditions and the following disclaimer in the",
  48. "// documentation and/or other materials provided with the distribution.",
  49. "// * Neither the name of NVIDIA CORPORATION nor the names of its",
  50. "// contributors may be used to endorse or promote products derived",
  51. "// from this software without specific prior written permission.",
  52. "//",
  53. "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
  54. "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
  55. "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
  56. "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
  57. "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
  58. "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
  59. "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
  60. "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
  61. "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
  62. "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
  63. "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
  64. "//",
  65. "//----------------------------------------------------------------------------------",
  66. "",
  67. "#define FXAA_PC 1",
  68. "#define FXAA_GLSL_100 1",
  69. "#define FXAA_QUALITY_PRESET 12",
  70. "",
  71. "#define FXAA_GREEN_AS_LUMA 1",
  72. "",
  73. "/*--------------------------------------------------------------------------*/",
  74. "#ifndef FXAA_PC_CONSOLE",
  75. " //",
  76. " // The console algorithm for PC is included",
  77. " // for developers targeting really low spec machines.",
  78. " // Likely better to just run FXAA_PC, and use a really low preset.",
  79. " //",
  80. " #define FXAA_PC_CONSOLE 0",
  81. "#endif",
  82. "/*--------------------------------------------------------------------------*/",
  83. "#ifndef FXAA_GLSL_120",
  84. " #define FXAA_GLSL_120 0",
  85. "#endif",
  86. "/*--------------------------------------------------------------------------*/",
  87. "#ifndef FXAA_GLSL_130",
  88. " #define FXAA_GLSL_130 0",
  89. "#endif",
  90. "/*--------------------------------------------------------------------------*/",
  91. "#ifndef FXAA_HLSL_3",
  92. " #define FXAA_HLSL_3 0",
  93. "#endif",
  94. "/*--------------------------------------------------------------------------*/",
  95. "#ifndef FXAA_HLSL_4",
  96. " #define FXAA_HLSL_4 0",
  97. "#endif",
  98. "/*--------------------------------------------------------------------------*/",
  99. "#ifndef FXAA_HLSL_5",
  100. " #define FXAA_HLSL_5 0",
  101. "#endif",
  102. "/*==========================================================================*/",
  103. "#ifndef FXAA_GREEN_AS_LUMA",
  104. " //",
  105. " // For those using non-linear color,",
  106. " // and either not able to get luma in alpha, or not wanting to,",
  107. " // this enables FXAA to run using green as a proxy for luma.",
  108. " // So with this enabled, no need to pack luma in alpha.",
  109. " //",
  110. " // This will turn off AA on anything which lacks some amount of green.",
  111. " // Pure red and blue or combination of only R and B, will get no AA.",
  112. " //",
  113. " // Might want to lower the settings for both,",
  114. " // fxaaConsoleEdgeThresholdMin",
  115. " // fxaaQualityEdgeThresholdMin",
  116. " // In order to insure AA does not get turned off on colors",
  117. " // which contain a minor amount of green.",
  118. " //",
  119. " // 1 = On.",
  120. " // 0 = Off.",
  121. " //",
  122. " #define FXAA_GREEN_AS_LUMA 0",
  123. "#endif",
  124. "/*--------------------------------------------------------------------------*/",
  125. "#ifndef FXAA_EARLY_EXIT",
  126. " //",
  127. " // Controls algorithm's early exit path.",
  128. " // On PS3 turning this ON adds 2 cycles to the shader.",
  129. " // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
  130. " // Turning this off on console will result in a more blurry image.",
  131. " // So this defaults to on.",
  132. " //",
  133. " // 1 = On.",
  134. " // 0 = Off.",
  135. " //",
  136. " #define FXAA_EARLY_EXIT 1",
  137. "#endif",
  138. "/*--------------------------------------------------------------------------*/",
  139. "#ifndef FXAA_DISCARD",
  140. " //",
  141. " // Only valid for PC OpenGL currently.",
  142. " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
  143. " //",
  144. " // 1 = Use discard on pixels which don't need AA.",
  145. " // For APIs which enable concurrent TEX+ROP from same surface.",
  146. " // 0 = Return unchanged color on pixels which don't need AA.",
  147. " //",
  148. " #define FXAA_DISCARD 0",
  149. "#endif",
  150. "/*--------------------------------------------------------------------------*/",
  151. "#ifndef FXAA_FAST_PIXEL_OFFSET",
  152. " //",
  153. " // Used for GLSL 120 only.",
  154. " //",
  155. " // 1 = GL API supports fast pixel offsets",
  156. " // 0 = do not use fast pixel offsets",
  157. " //",
  158. " #ifdef GL_EXT_gpu_shader4",
  159. " #define FXAA_FAST_PIXEL_OFFSET 1",
  160. " #endif",
  161. " #ifdef GL_NV_gpu_shader5",
  162. " #define FXAA_FAST_PIXEL_OFFSET 1",
  163. " #endif",
  164. " #ifdef GL_ARB_gpu_shader5",
  165. " #define FXAA_FAST_PIXEL_OFFSET 1",
  166. " #endif",
  167. " #ifndef FXAA_FAST_PIXEL_OFFSET",
  168. " #define FXAA_FAST_PIXEL_OFFSET 0",
  169. " #endif",
  170. "#endif",
  171. "/*--------------------------------------------------------------------------*/",
  172. "#ifndef FXAA_GATHER4_ALPHA",
  173. " //",
  174. " // 1 = API supports gather4 on alpha channel.",
  175. " // 0 = API does not support gather4 on alpha channel.",
  176. " //",
  177. " #if (FXAA_HLSL_5 == 1)",
  178. " #define FXAA_GATHER4_ALPHA 1",
  179. " #endif",
  180. " #ifdef GL_ARB_gpu_shader5",
  181. " #define FXAA_GATHER4_ALPHA 1",
  182. " #endif",
  183. " #ifdef GL_NV_gpu_shader5",
  184. " #define FXAA_GATHER4_ALPHA 1",
  185. " #endif",
  186. " #ifndef FXAA_GATHER4_ALPHA",
  187. " #define FXAA_GATHER4_ALPHA 0",
  188. " #endif",
  189. "#endif",
  190. "",
  191. "",
  192. "/*============================================================================",
  193. " FXAA QUALITY - TUNING KNOBS",
  194. "------------------------------------------------------------------------------",
  195. "NOTE the other tuning knobs are now in the shader function inputs!",
  196. "============================================================================*/",
  197. "#ifndef FXAA_QUALITY_PRESET",
  198. " //",
  199. " // Choose the quality preset.",
  200. " // This needs to be compiled into the shader as it effects code.",
  201. " // Best option to include multiple presets is to",
  202. " // in each shader define the preset, then include this file.",
  203. " //",
  204. " // OPTIONS",
  205. " // -----------------------------------------------------------------------",
  206. " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
  207. " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
  208. " // 39 - no dither, very expensive",
  209. " //",
  210. " // NOTES",
  211. " // -----------------------------------------------------------------------",
  212. " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
  213. " // 13 = about same speed as FXAA 3.9 and better than 12",
  214. " // 23 = closest to FXAA 3.9 visually and performance wise",
  215. " // _ = the lowest digit is directly related to performance",
  216. " // _ = the highest digit is directly related to style",
  217. " //",
  218. " #define FXAA_QUALITY_PRESET 12",
  219. "#endif",
  220. "",
  221. "",
  222. "/*============================================================================",
  223. "",
  224. " FXAA QUALITY - PRESETS",
  225. "",
  226. "============================================================================*/",
  227. "",
  228. "/*============================================================================",
  229. " FXAA QUALITY - MEDIUM DITHER PRESETS",
  230. "============================================================================*/",
  231. "#if (FXAA_QUALITY_PRESET == 10)",
  232. " #define FXAA_QUALITY_PS 3",
  233. " #define FXAA_QUALITY_P0 1.5",
  234. " #define FXAA_QUALITY_P1 3.0",
  235. " #define FXAA_QUALITY_P2 12.0",
  236. "#endif",
  237. "/*--------------------------------------------------------------------------*/",
  238. "#if (FXAA_QUALITY_PRESET == 11)",
  239. " #define FXAA_QUALITY_PS 4",
  240. " #define FXAA_QUALITY_P0 1.0",
  241. " #define FXAA_QUALITY_P1 1.5",
  242. " #define FXAA_QUALITY_P2 3.0",
  243. " #define FXAA_QUALITY_P3 12.0",
  244. "#endif",
  245. "/*--------------------------------------------------------------------------*/",
  246. "#if (FXAA_QUALITY_PRESET == 12)",
  247. " #define FXAA_QUALITY_PS 5",
  248. " #define FXAA_QUALITY_P0 1.0",
  249. " #define FXAA_QUALITY_P1 1.5",
  250. " #define FXAA_QUALITY_P2 2.0",
  251. " #define FXAA_QUALITY_P3 4.0",
  252. " #define FXAA_QUALITY_P4 12.0",
  253. "#endif",
  254. "/*--------------------------------------------------------------------------*/",
  255. "#if (FXAA_QUALITY_PRESET == 13)",
  256. " #define FXAA_QUALITY_PS 6",
  257. " #define FXAA_QUALITY_P0 1.0",
  258. " #define FXAA_QUALITY_P1 1.5",
  259. " #define FXAA_QUALITY_P2 2.0",
  260. " #define FXAA_QUALITY_P3 2.0",
  261. " #define FXAA_QUALITY_P4 4.0",
  262. " #define FXAA_QUALITY_P5 12.0",
  263. "#endif",
  264. "/*--------------------------------------------------------------------------*/",
  265. "#if (FXAA_QUALITY_PRESET == 14)",
  266. " #define FXAA_QUALITY_PS 7",
  267. " #define FXAA_QUALITY_P0 1.0",
  268. " #define FXAA_QUALITY_P1 1.5",
  269. " #define FXAA_QUALITY_P2 2.0",
  270. " #define FXAA_QUALITY_P3 2.0",
  271. " #define FXAA_QUALITY_P4 2.0",
  272. " #define FXAA_QUALITY_P5 4.0",
  273. " #define FXAA_QUALITY_P6 12.0",
  274. "#endif",
  275. "/*--------------------------------------------------------------------------*/",
  276. "#if (FXAA_QUALITY_PRESET == 15)",
  277. " #define FXAA_QUALITY_PS 8",
  278. " #define FXAA_QUALITY_P0 1.0",
  279. " #define FXAA_QUALITY_P1 1.5",
  280. " #define FXAA_QUALITY_P2 2.0",
  281. " #define FXAA_QUALITY_P3 2.0",
  282. " #define FXAA_QUALITY_P4 2.0",
  283. " #define FXAA_QUALITY_P5 2.0",
  284. " #define FXAA_QUALITY_P6 4.0",
  285. " #define FXAA_QUALITY_P7 12.0",
  286. "#endif",
  287. "",
  288. "/*============================================================================",
  289. " FXAA QUALITY - LOW DITHER PRESETS",
  290. "============================================================================*/",
  291. "#if (FXAA_QUALITY_PRESET == 20)",
  292. " #define FXAA_QUALITY_PS 3",
  293. " #define FXAA_QUALITY_P0 1.5",
  294. " #define FXAA_QUALITY_P1 2.0",
  295. " #define FXAA_QUALITY_P2 8.0",
  296. "#endif",
  297. "/*--------------------------------------------------------------------------*/",
  298. "#if (FXAA_QUALITY_PRESET == 21)",
  299. " #define FXAA_QUALITY_PS 4",
  300. " #define FXAA_QUALITY_P0 1.0",
  301. " #define FXAA_QUALITY_P1 1.5",
  302. " #define FXAA_QUALITY_P2 2.0",
  303. " #define FXAA_QUALITY_P3 8.0",
  304. "#endif",
  305. "/*--------------------------------------------------------------------------*/",
  306. "#if (FXAA_QUALITY_PRESET == 22)",
  307. " #define FXAA_QUALITY_PS 5",
  308. " #define FXAA_QUALITY_P0 1.0",
  309. " #define FXAA_QUALITY_P1 1.5",
  310. " #define FXAA_QUALITY_P2 2.0",
  311. " #define FXAA_QUALITY_P3 2.0",
  312. " #define FXAA_QUALITY_P4 8.0",
  313. "#endif",
  314. "/*--------------------------------------------------------------------------*/",
  315. "#if (FXAA_QUALITY_PRESET == 23)",
  316. " #define FXAA_QUALITY_PS 6",
  317. " #define FXAA_QUALITY_P0 1.0",
  318. " #define FXAA_QUALITY_P1 1.5",
  319. " #define FXAA_QUALITY_P2 2.0",
  320. " #define FXAA_QUALITY_P3 2.0",
  321. " #define FXAA_QUALITY_P4 2.0",
  322. " #define FXAA_QUALITY_P5 8.0",
  323. "#endif",
  324. "/*--------------------------------------------------------------------------*/",
  325. "#if (FXAA_QUALITY_PRESET == 24)",
  326. " #define FXAA_QUALITY_PS 7",
  327. " #define FXAA_QUALITY_P0 1.0",
  328. " #define FXAA_QUALITY_P1 1.5",
  329. " #define FXAA_QUALITY_P2 2.0",
  330. " #define FXAA_QUALITY_P3 2.0",
  331. " #define FXAA_QUALITY_P4 2.0",
  332. " #define FXAA_QUALITY_P5 3.0",
  333. " #define FXAA_QUALITY_P6 8.0",
  334. "#endif",
  335. "/*--------------------------------------------------------------------------*/",
  336. "#if (FXAA_QUALITY_PRESET == 25)",
  337. " #define FXAA_QUALITY_PS 8",
  338. " #define FXAA_QUALITY_P0 1.0",
  339. " #define FXAA_QUALITY_P1 1.5",
  340. " #define FXAA_QUALITY_P2 2.0",
  341. " #define FXAA_QUALITY_P3 2.0",
  342. " #define FXAA_QUALITY_P4 2.0",
  343. " #define FXAA_QUALITY_P5 2.0",
  344. " #define FXAA_QUALITY_P6 4.0",
  345. " #define FXAA_QUALITY_P7 8.0",
  346. "#endif",
  347. "/*--------------------------------------------------------------------------*/",
  348. "#if (FXAA_QUALITY_PRESET == 26)",
  349. " #define FXAA_QUALITY_PS 9",
  350. " #define FXAA_QUALITY_P0 1.0",
  351. " #define FXAA_QUALITY_P1 1.5",
  352. " #define FXAA_QUALITY_P2 2.0",
  353. " #define FXAA_QUALITY_P3 2.0",
  354. " #define FXAA_QUALITY_P4 2.0",
  355. " #define FXAA_QUALITY_P5 2.0",
  356. " #define FXAA_QUALITY_P6 2.0",
  357. " #define FXAA_QUALITY_P7 4.0",
  358. " #define FXAA_QUALITY_P8 8.0",
  359. "#endif",
  360. "/*--------------------------------------------------------------------------*/",
  361. "#if (FXAA_QUALITY_PRESET == 27)",
  362. " #define FXAA_QUALITY_PS 10",
  363. " #define FXAA_QUALITY_P0 1.0",
  364. " #define FXAA_QUALITY_P1 1.5",
  365. " #define FXAA_QUALITY_P2 2.0",
  366. " #define FXAA_QUALITY_P3 2.0",
  367. " #define FXAA_QUALITY_P4 2.0",
  368. " #define FXAA_QUALITY_P5 2.0",
  369. " #define FXAA_QUALITY_P6 2.0",
  370. " #define FXAA_QUALITY_P7 2.0",
  371. " #define FXAA_QUALITY_P8 4.0",
  372. " #define FXAA_QUALITY_P9 8.0",
  373. "#endif",
  374. "/*--------------------------------------------------------------------------*/",
  375. "#if (FXAA_QUALITY_PRESET == 28)",
  376. " #define FXAA_QUALITY_PS 11",
  377. " #define FXAA_QUALITY_P0 1.0",
  378. " #define FXAA_QUALITY_P1 1.5",
  379. " #define FXAA_QUALITY_P2 2.0",
  380. " #define FXAA_QUALITY_P3 2.0",
  381. " #define FXAA_QUALITY_P4 2.0",
  382. " #define FXAA_QUALITY_P5 2.0",
  383. " #define FXAA_QUALITY_P6 2.0",
  384. " #define FXAA_QUALITY_P7 2.0",
  385. " #define FXAA_QUALITY_P8 2.0",
  386. " #define FXAA_QUALITY_P9 4.0",
  387. " #define FXAA_QUALITY_P10 8.0",
  388. "#endif",
  389. "/*--------------------------------------------------------------------------*/",
  390. "#if (FXAA_QUALITY_PRESET == 29)",
  391. " #define FXAA_QUALITY_PS 12",
  392. " #define FXAA_QUALITY_P0 1.0",
  393. " #define FXAA_QUALITY_P1 1.5",
  394. " #define FXAA_QUALITY_P2 2.0",
  395. " #define FXAA_QUALITY_P3 2.0",
  396. " #define FXAA_QUALITY_P4 2.0",
  397. " #define FXAA_QUALITY_P5 2.0",
  398. " #define FXAA_QUALITY_P6 2.0",
  399. " #define FXAA_QUALITY_P7 2.0",
  400. " #define FXAA_QUALITY_P8 2.0",
  401. " #define FXAA_QUALITY_P9 2.0",
  402. " #define FXAA_QUALITY_P10 4.0",
  403. " #define FXAA_QUALITY_P11 8.0",
  404. "#endif",
  405. "",
  406. "/*============================================================================",
  407. " FXAA QUALITY - EXTREME QUALITY",
  408. "============================================================================*/",
  409. "#if (FXAA_QUALITY_PRESET == 39)",
  410. " #define FXAA_QUALITY_PS 12",
  411. " #define FXAA_QUALITY_P0 1.0",
  412. " #define FXAA_QUALITY_P1 1.0",
  413. " #define FXAA_QUALITY_P2 1.0",
  414. " #define FXAA_QUALITY_P3 1.0",
  415. " #define FXAA_QUALITY_P4 1.0",
  416. " #define FXAA_QUALITY_P5 1.5",
  417. " #define FXAA_QUALITY_P6 2.0",
  418. " #define FXAA_QUALITY_P7 2.0",
  419. " #define FXAA_QUALITY_P8 2.0",
  420. " #define FXAA_QUALITY_P9 2.0",
  421. " #define FXAA_QUALITY_P10 4.0",
  422. " #define FXAA_QUALITY_P11 8.0",
  423. "#endif",
  424. "",
  425. "",
  426. "",
  427. "/*============================================================================",
  428. "",
  429. " API PORTING",
  430. "",
  431. "============================================================================*/",
  432. "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
  433. " #define FxaaBool bool",
  434. " #define FxaaDiscard discard",
  435. " #define FxaaFloat float",
  436. " #define FxaaFloat2 vec2",
  437. " #define FxaaFloat3 vec3",
  438. " #define FxaaFloat4 vec4",
  439. " #define FxaaHalf float",
  440. " #define FxaaHalf2 vec2",
  441. " #define FxaaHalf3 vec3",
  442. " #define FxaaHalf4 vec4",
  443. " #define FxaaInt2 ivec2",
  444. " #define FxaaSat(x) clamp(x, 0.0, 1.0)",
  445. " #define FxaaTex sampler2D",
  446. "#else",
  447. " #define FxaaBool bool",
  448. " #define FxaaDiscard clip(-1)",
  449. " #define FxaaFloat float",
  450. " #define FxaaFloat2 float2",
  451. " #define FxaaFloat3 float3",
  452. " #define FxaaFloat4 float4",
  453. " #define FxaaHalf half",
  454. " #define FxaaHalf2 half2",
  455. " #define FxaaHalf3 half3",
  456. " #define FxaaHalf4 half4",
  457. " #define FxaaSat(x) saturate(x)",
  458. "#endif",
  459. "/*--------------------------------------------------------------------------*/",
  460. "#if (FXAA_GLSL_100 == 1)",
  461. " #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
  462. " #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
  463. "#endif",
  464. "/*--------------------------------------------------------------------------*/",
  465. "#if (FXAA_GLSL_120 == 1)",
  466. " // Requires,",
  467. " // #version 120",
  468. " // And at least,",
  469. " // #extension GL_EXT_gpu_shader4 : enable",
  470. " // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
  471. " #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
  472. " #if (FXAA_FAST_PIXEL_OFFSET == 1)",
  473. " #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
  474. " #else",
  475. " #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
  476. " #endif",
  477. " #if (FXAA_GATHER4_ALPHA == 1)",
  478. " // use #extension GL_ARB_gpu_shader5 : enable",
  479. " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
  480. " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
  481. " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
  482. " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
  483. " #endif",
  484. "#endif",
  485. "/*--------------------------------------------------------------------------*/",
  486. "#if (FXAA_GLSL_130 == 1)",
  487. " // Requires \"#version 130\" or better",
  488. " #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
  489. " #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
  490. " #if (FXAA_GATHER4_ALPHA == 1)",
  491. " // use #extension GL_ARB_gpu_shader5 : enable",
  492. " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
  493. " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
  494. " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
  495. " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
  496. " #endif",
  497. "#endif",
  498. "/*--------------------------------------------------------------------------*/",
  499. "#if (FXAA_HLSL_3 == 1)",
  500. " #define FxaaInt2 float2",
  501. " #define FxaaTex sampler2D",
  502. " #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
  503. " #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
  504. "#endif",
  505. "/*--------------------------------------------------------------------------*/",
  506. "#if (FXAA_HLSL_4 == 1)",
  507. " #define FxaaInt2 int2",
  508. " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
  509. " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
  510. " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
  511. "#endif",
  512. "/*--------------------------------------------------------------------------*/",
  513. "#if (FXAA_HLSL_5 == 1)",
  514. " #define FxaaInt2 int2",
  515. " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
  516. " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
  517. " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
  518. " #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
  519. " #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
  520. " #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
  521. " #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
  522. "#endif",
  523. "",
  524. "",
  525. "/*============================================================================",
  526. " GREEN AS LUMA OPTION SUPPORT FUNCTION",
  527. "============================================================================*/",
  528. "#if (FXAA_GREEN_AS_LUMA == 0)",
  529. " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
  530. "#else",
  531. " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
  532. "#endif",
  533. "",
  534. "",
  535. "",
  536. "",
  537. "/*============================================================================",
  538. "",
  539. " FXAA3 QUALITY - PC",
  540. "",
  541. "============================================================================*/",
  542. "#if (FXAA_PC == 1)",
  543. "/*--------------------------------------------------------------------------*/",
  544. "FxaaFloat4 FxaaPixelShader(",
  545. " //",
  546. " // Use noperspective interpolation here (turn off perspective interpolation).",
  547. " // {xy} = center of pixel",
  548. " FxaaFloat2 pos,",
  549. " //",
  550. " // Used only for FXAA Console, and not used on the 360 version.",
  551. " // Use noperspective interpolation here (turn off perspective interpolation).",
  552. " // {xy_} = upper left of pixel",
  553. " // {_zw} = lower right of pixel",
  554. " FxaaFloat4 fxaaConsolePosPos,",
  555. " //",
  556. " // Input color texture.",
  557. " // {rgb_} = color in linear or perceptual color space",
  558. " // if (FXAA_GREEN_AS_LUMA == 0)",
  559. " // {__a} = luma in perceptual color space (not linear)",
  560. " FxaaTex tex,",
  561. " //",
  562. " // Only used on the optimized 360 version of FXAA Console.",
  563. " // For everything but 360, just use the same input here as for \"tex\".",
  564. " // For 360, same texture, just alias with a 2nd sampler.",
  565. " // This sampler needs to have an exponent bias of -1.",
  566. " FxaaTex fxaaConsole360TexExpBiasNegOne,",
  567. " //",
  568. " // Only used on the optimized 360 version of FXAA Console.",
  569. " // For everything but 360, just use the same input here as for \"tex\".",
  570. " // For 360, same texture, just alias with a 3nd sampler.",
  571. " // This sampler needs to have an exponent bias of -2.",
  572. " FxaaTex fxaaConsole360TexExpBiasNegTwo,",
  573. " //",
  574. " // Only used on FXAA Quality.",
  575. " // This must be from a constant/uniform.",
  576. " // {x_} = 1.0/screenWidthInPixels",
  577. " // {_y} = 1.0/screenHeightInPixels",
  578. " FxaaFloat2 fxaaQualityRcpFrame,",
  579. " //",
  580. " // Only used on FXAA Console.",
  581. " // This must be from a constant/uniform.",
  582. " // This effects sub-pixel AA quality and inversely sharpness.",
  583. " // Where N ranges between,",
  584. " // N = 0.50 (default)",
  585. " // N = 0.33 (sharper)",
  586. " // {x__} = -N/screenWidthInPixels",
  587. " // {_y_} = -N/screenHeightInPixels",
  588. " // {_z_} = N/screenWidthInPixels",
  589. " // {__w} = N/screenHeightInPixels",
  590. " FxaaFloat4 fxaaConsoleRcpFrameOpt,",
  591. " //",
  592. " // Only used on FXAA Console.",
  593. " // Not used on 360, but used on PS3 and PC.",
  594. " // This must be from a constant/uniform.",
  595. " // {x__} = -2.0/screenWidthInPixels",
  596. " // {_y_} = -2.0/screenHeightInPixels",
  597. " // {_z_} = 2.0/screenWidthInPixels",
  598. " // {__w} = 2.0/screenHeightInPixels",
  599. " FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
  600. " //",
  601. " // Only used on FXAA Console.",
  602. " // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
  603. " // This must be from a constant/uniform.",
  604. " // {x__} = 8.0/screenWidthInPixels",
  605. " // {_y_} = 8.0/screenHeightInPixels",
  606. " // {_z_} = -4.0/screenWidthInPixels",
  607. " // {__w} = -4.0/screenHeightInPixels",
  608. " FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
  609. " //",
  610. " // Only used on FXAA Quality.",
  611. " // This used to be the FXAA_QUALITY_SUBPIX define.",
  612. " // It is here now to allow easier tuning.",
  613. " // Choose the amount of sub-pixel aliasing removal.",
  614. " // This can effect sharpness.",
  615. " // 1.00 - upper limit (softer)",
  616. " // 0.75 - default amount of filtering",
  617. " // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
  618. " // 0.25 - almost off",
  619. " // 0.00 - completely off",
  620. " FxaaFloat fxaaQualitySubpix,",
  621. " //",
  622. " // Only used on FXAA Quality.",
  623. " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
  624. " // It is here now to allow easier tuning.",
  625. " // The minimum amount of local contrast required to apply algorithm.",
  626. " // 0.333 - too little (faster)",
  627. " // 0.250 - low quality",
  628. " // 0.166 - default",
  629. " // 0.125 - high quality",
  630. " // 0.063 - overkill (slower)",
  631. " FxaaFloat fxaaQualityEdgeThreshold,",
  632. " //",
  633. " // Only used on FXAA Quality.",
  634. " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
  635. " // It is here now to allow easier tuning.",
  636. " // Trims the algorithm from processing darks.",
  637. " // 0.0833 - upper limit (default, the start of visible unfiltered edges)",
  638. " // 0.0625 - high quality (faster)",
  639. " // 0.0312 - visible limit (slower)",
  640. " // Special notes when using FXAA_GREEN_AS_LUMA,",
  641. " // Likely want to set this to zero.",
  642. " // As colors that are mostly not-green",
  643. " // will appear very dark in the green channel!",
  644. " // Tune by looking at mostly non-green content,",
  645. " // then start at zero and increase until aliasing is a problem.",
  646. " FxaaFloat fxaaQualityEdgeThresholdMin,",
  647. " //",
  648. " // Only used on FXAA Console.",
  649. " // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
  650. " // It is here now to allow easier tuning.",
  651. " // This does not effect PS3, as this needs to be compiled in.",
  652. " // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
  653. " // Due to the PS3 being ALU bound,",
  654. " // there are only three safe values here: 2 and 4 and 8.",
  655. " // These options use the shaders ability to a free *|/ by 2|4|8.",
  656. " // For all other platforms can be a non-power of two.",
  657. " // 8.0 is sharper (default!!!)",
  658. " // 4.0 is softer",
  659. " // 2.0 is really soft (good only for vector graphics inputs)",
  660. " FxaaFloat fxaaConsoleEdgeSharpness,",
  661. " //",
  662. " // Only used on FXAA Console.",
  663. " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
  664. " // It is here now to allow easier tuning.",
  665. " // This does not effect PS3, as this needs to be compiled in.",
  666. " // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
  667. " // Due to the PS3 being ALU bound,",
  668. " // there are only two safe values here: 1/4 and 1/8.",
  669. " // These options use the shaders ability to a free *|/ by 2|4|8.",
  670. " // The console setting has a different mapping than the quality setting.",
  671. " // Other platforms can use other values.",
  672. " // 0.125 leaves less aliasing, but is softer (default!!!)",
  673. " // 0.25 leaves more aliasing, and is sharper",
  674. " FxaaFloat fxaaConsoleEdgeThreshold,",
  675. " //",
  676. " // Only used on FXAA Console.",
  677. " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
  678. " // It is here now to allow easier tuning.",
  679. " // Trims the algorithm from processing darks.",
  680. " // The console setting has a different mapping than the quality setting.",
  681. " // This only applies when FXAA_EARLY_EXIT is 1.",
  682. " // This does not apply to PS3,",
  683. " // PS3 was simplified to avoid more shader instructions.",
  684. " // 0.06 - faster but more aliasing in darks",
  685. " // 0.05 - default",
  686. " // 0.04 - slower and less aliasing in darks",
  687. " // Special notes when using FXAA_GREEN_AS_LUMA,",
  688. " // Likely want to set this to zero.",
  689. " // As colors that are mostly not-green",
  690. " // will appear very dark in the green channel!",
  691. " // Tune by looking at mostly non-green content,",
  692. " // then start at zero and increase until aliasing is a problem.",
  693. " FxaaFloat fxaaConsoleEdgeThresholdMin,",
  694. " //",
  695. " // Extra constants for 360 FXAA Console only.",
  696. " // Use zeros or anything else for other platforms.",
  697. " // These must be in physical constant registers and NOT immediates.",
  698. " // Immediates will result in compiler un-optimizing.",
  699. " // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
  700. " FxaaFloat4 fxaaConsole360ConstDir",
  701. ") {",
  702. "/*--------------------------------------------------------------------------*/",
  703. " FxaaFloat2 posM;",
  704. " posM.x = pos.x;",
  705. " posM.y = pos.y;",
  706. " #if (FXAA_GATHER4_ALPHA == 1)",
  707. " #if (FXAA_DISCARD == 0)",
  708. " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
  709. " #if (FXAA_GREEN_AS_LUMA == 0)",
  710. " #define lumaM rgbyM.w",
  711. " #else",
  712. " #define lumaM rgbyM.y",
  713. " #endif",
  714. " #endif",
  715. " #if (FXAA_GREEN_AS_LUMA == 0)",
  716. " FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
  717. " FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
  718. " #else",
  719. " FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
  720. " FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
  721. " #endif",
  722. " #if (FXAA_DISCARD == 1)",
  723. " #define lumaM luma4A.w",
  724. " #endif",
  725. " #define lumaE luma4A.z",
  726. " #define lumaS luma4A.x",
  727. " #define lumaSE luma4A.y",
  728. " #define lumaNW luma4B.w",
  729. " #define lumaN luma4B.z",
  730. " #define lumaW luma4B.x",
  731. " #else",
  732. " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
  733. " #if (FXAA_GREEN_AS_LUMA == 0)",
  734. " #define lumaM rgbyM.w",
  735. " #else",
  736. " #define lumaM rgbyM.y",
  737. " #endif",
  738. " #if (FXAA_GLSL_100 == 1)",
  739. " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
  740. " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
  741. " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
  742. " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
  743. " #else",
  744. " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
  745. " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
  746. " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
  747. " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
  748. " #endif",
  749. " #endif",
  750. "/*--------------------------------------------------------------------------*/",
  751. " FxaaFloat maxSM = max(lumaS, lumaM);",
  752. " FxaaFloat minSM = min(lumaS, lumaM);",
  753. " FxaaFloat maxESM = max(lumaE, maxSM);",
  754. " FxaaFloat minESM = min(lumaE, minSM);",
  755. " FxaaFloat maxWN = max(lumaN, lumaW);",
  756. " FxaaFloat minWN = min(lumaN, lumaW);",
  757. " FxaaFloat rangeMax = max(maxWN, maxESM);",
  758. " FxaaFloat rangeMin = min(minWN, minESM);",
  759. " FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
  760. " FxaaFloat range = rangeMax - rangeMin;",
  761. " FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
  762. " FxaaBool earlyExit = range < rangeMaxClamped;",
  763. "/*--------------------------------------------------------------------------*/",
  764. " if(earlyExit)",
  765. " #if (FXAA_DISCARD == 1)",
  766. " FxaaDiscard;",
  767. " #else",
  768. " return rgbyM;",
  769. " #endif",
  770. "/*--------------------------------------------------------------------------*/",
  771. " #if (FXAA_GATHER4_ALPHA == 0)",
  772. " #if (FXAA_GLSL_100 == 1)",
  773. " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
  774. " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
  775. " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
  776. " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
  777. " #else",
  778. " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
  779. " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
  780. " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
  781. " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
  782. " #endif",
  783. " #else",
  784. " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
  785. " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
  786. " #endif",
  787. "/*--------------------------------------------------------------------------*/",
  788. " FxaaFloat lumaNS = lumaN + lumaS;",
  789. " FxaaFloat lumaWE = lumaW + lumaE;",
  790. " FxaaFloat subpixRcpRange = 1.0/range;",
  791. " FxaaFloat subpixNSWE = lumaNS + lumaWE;",
  792. " FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
  793. " FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
  794. "/*--------------------------------------------------------------------------*/",
  795. " FxaaFloat lumaNESE = lumaNE + lumaSE;",
  796. " FxaaFloat lumaNWNE = lumaNW + lumaNE;",
  797. " FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
  798. " FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
  799. "/*--------------------------------------------------------------------------*/",
  800. " FxaaFloat lumaNWSW = lumaNW + lumaSW;",
  801. " FxaaFloat lumaSWSE = lumaSW + lumaSE;",
  802. " FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
  803. " FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
  804. " FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
  805. " FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
  806. " FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
  807. " FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
  808. "/*--------------------------------------------------------------------------*/",
  809. " FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
  810. " FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
  811. " FxaaBool horzSpan = edgeHorz >= edgeVert;",
  812. " FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
  813. "/*--------------------------------------------------------------------------*/",
  814. " if(!horzSpan) lumaN = lumaW;",
  815. " if(!horzSpan) lumaS = lumaE;",
  816. " if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
  817. " FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
  818. "/*--------------------------------------------------------------------------*/",
  819. " FxaaFloat gradientN = lumaN - lumaM;",
  820. " FxaaFloat gradientS = lumaS - lumaM;",
  821. " FxaaFloat lumaNN = lumaN + lumaM;",
  822. " FxaaFloat lumaSS = lumaS + lumaM;",
  823. " FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
  824. " FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
  825. " if(pairN) lengthSign = -lengthSign;",
  826. " FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
  827. "/*--------------------------------------------------------------------------*/",
  828. " FxaaFloat2 posB;",
  829. " posB.x = posM.x;",
  830. " posB.y = posM.y;",
  831. " FxaaFloat2 offNP;",
  832. " offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
  833. " offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
  834. " if(!horzSpan) posB.x += lengthSign * 0.5;",
  835. " if( horzSpan) posB.y += lengthSign * 0.5;",
  836. "/*--------------------------------------------------------------------------*/",
  837. " FxaaFloat2 posN;",
  838. " posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
  839. " posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
  840. " FxaaFloat2 posP;",
  841. " posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
  842. " posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
  843. " FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
  844. " FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
  845. " FxaaFloat subpixE = subpixC * subpixC;",
  846. " FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
  847. "/*--------------------------------------------------------------------------*/",
  848. " if(!pairN) lumaNN = lumaSS;",
  849. " FxaaFloat gradientScaled = gradient * 1.0/4.0;",
  850. " FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
  851. " FxaaFloat subpixF = subpixD * subpixE;",
  852. " FxaaBool lumaMLTZero = lumaMM < 0.0;",
  853. "/*--------------------------------------------------------------------------*/",
  854. " lumaEndN -= lumaNN * 0.5;",
  855. " lumaEndP -= lumaNN * 0.5;",
  856. " FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
  857. " FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
  858. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
  859. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
  860. " FxaaBool doneNP = (!doneN) || (!doneP);",
  861. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
  862. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
  863. "/*--------------------------------------------------------------------------*/",
  864. " if(doneNP) {",
  865. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  866. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  867. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  868. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  869. " doneN = abs(lumaEndN) >= gradientScaled;",
  870. " doneP = abs(lumaEndP) >= gradientScaled;",
  871. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
  872. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
  873. " doneNP = (!doneN) || (!doneP);",
  874. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
  875. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
  876. "/*--------------------------------------------------------------------------*/",
  877. " #if (FXAA_QUALITY_PS > 3)",
  878. " if(doneNP) {",
  879. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  880. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  881. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  882. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  883. " doneN = abs(lumaEndN) >= gradientScaled;",
  884. " doneP = abs(lumaEndP) >= gradientScaled;",
  885. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
  886. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
  887. " doneNP = (!doneN) || (!doneP);",
  888. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
  889. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
  890. "/*--------------------------------------------------------------------------*/",
  891. " #if (FXAA_QUALITY_PS > 4)",
  892. " if(doneNP) {",
  893. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  894. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  895. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  896. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  897. " doneN = abs(lumaEndN) >= gradientScaled;",
  898. " doneP = abs(lumaEndP) >= gradientScaled;",
  899. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
  900. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
  901. " doneNP = (!doneN) || (!doneP);",
  902. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
  903. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
  904. "/*--------------------------------------------------------------------------*/",
  905. " #if (FXAA_QUALITY_PS > 5)",
  906. " if(doneNP) {",
  907. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  908. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  909. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  910. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  911. " doneN = abs(lumaEndN) >= gradientScaled;",
  912. " doneP = abs(lumaEndP) >= gradientScaled;",
  913. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
  914. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
  915. " doneNP = (!doneN) || (!doneP);",
  916. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
  917. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
  918. "/*--------------------------------------------------------------------------*/",
  919. " #if (FXAA_QUALITY_PS > 6)",
  920. " if(doneNP) {",
  921. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  922. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  923. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  924. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  925. " doneN = abs(lumaEndN) >= gradientScaled;",
  926. " doneP = abs(lumaEndP) >= gradientScaled;",
  927. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
  928. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
  929. " doneNP = (!doneN) || (!doneP);",
  930. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
  931. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
  932. "/*--------------------------------------------------------------------------*/",
  933. " #if (FXAA_QUALITY_PS > 7)",
  934. " if(doneNP) {",
  935. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  936. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  937. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  938. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  939. " doneN = abs(lumaEndN) >= gradientScaled;",
  940. " doneP = abs(lumaEndP) >= gradientScaled;",
  941. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
  942. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
  943. " doneNP = (!doneN) || (!doneP);",
  944. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
  945. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
  946. "/*--------------------------------------------------------------------------*/",
  947. " #if (FXAA_QUALITY_PS > 8)",
  948. " if(doneNP) {",
  949. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  950. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  951. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  952. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  953. " doneN = abs(lumaEndN) >= gradientScaled;",
  954. " doneP = abs(lumaEndP) >= gradientScaled;",
  955. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
  956. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
  957. " doneNP = (!doneN) || (!doneP);",
  958. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
  959. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
  960. "/*--------------------------------------------------------------------------*/",
  961. " #if (FXAA_QUALITY_PS > 9)",
  962. " if(doneNP) {",
  963. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  964. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  965. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  966. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  967. " doneN = abs(lumaEndN) >= gradientScaled;",
  968. " doneP = abs(lumaEndP) >= gradientScaled;",
  969. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
  970. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
  971. " doneNP = (!doneN) || (!doneP);",
  972. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
  973. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
  974. "/*--------------------------------------------------------------------------*/",
  975. " #if (FXAA_QUALITY_PS > 10)",
  976. " if(doneNP) {",
  977. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  978. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  979. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  980. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  981. " doneN = abs(lumaEndN) >= gradientScaled;",
  982. " doneP = abs(lumaEndP) >= gradientScaled;",
  983. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
  984. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
  985. " doneNP = (!doneN) || (!doneP);",
  986. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
  987. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
  988. "/*--------------------------------------------------------------------------*/",
  989. " #if (FXAA_QUALITY_PS > 11)",
  990. " if(doneNP) {",
  991. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  992. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  993. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  994. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  995. " doneN = abs(lumaEndN) >= gradientScaled;",
  996. " doneP = abs(lumaEndP) >= gradientScaled;",
  997. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
  998. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
  999. " doneNP = (!doneN) || (!doneP);",
  1000. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
  1001. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
  1002. "/*--------------------------------------------------------------------------*/",
  1003. " #if (FXAA_QUALITY_PS > 12)",
  1004. " if(doneNP) {",
  1005. " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
  1006. " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
  1007. " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
  1008. " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
  1009. " doneN = abs(lumaEndN) >= gradientScaled;",
  1010. " doneP = abs(lumaEndP) >= gradientScaled;",
  1011. " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
  1012. " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
  1013. " doneNP = (!doneN) || (!doneP);",
  1014. " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
  1015. " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
  1016. "/*--------------------------------------------------------------------------*/",
  1017. " }",
  1018. " #endif",
  1019. "/*--------------------------------------------------------------------------*/",
  1020. " }",
  1021. " #endif",
  1022. "/*--------------------------------------------------------------------------*/",
  1023. " }",
  1024. " #endif",
  1025. "/*--------------------------------------------------------------------------*/",
  1026. " }",
  1027. " #endif",
  1028. "/*--------------------------------------------------------------------------*/",
  1029. " }",
  1030. " #endif",
  1031. "/*--------------------------------------------------------------------------*/",
  1032. " }",
  1033. " #endif",
  1034. "/*--------------------------------------------------------------------------*/",
  1035. " }",
  1036. " #endif",
  1037. "/*--------------------------------------------------------------------------*/",
  1038. " }",
  1039. " #endif",
  1040. "/*--------------------------------------------------------------------------*/",
  1041. " }",
  1042. " #endif",
  1043. "/*--------------------------------------------------------------------------*/",
  1044. " }",
  1045. " #endif",
  1046. "/*--------------------------------------------------------------------------*/",
  1047. " }",
  1048. "/*--------------------------------------------------------------------------*/",
  1049. " FxaaFloat dstN = posM.x - posN.x;",
  1050. " FxaaFloat dstP = posP.x - posM.x;",
  1051. " if(!horzSpan) dstN = posM.y - posN.y;",
  1052. " if(!horzSpan) dstP = posP.y - posM.y;",
  1053. "/*--------------------------------------------------------------------------*/",
  1054. " FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
  1055. " FxaaFloat spanLength = (dstP + dstN);",
  1056. " FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
  1057. " FxaaFloat spanLengthRcp = 1.0/spanLength;",
  1058. "/*--------------------------------------------------------------------------*/",
  1059. " FxaaBool directionN = dstN < dstP;",
  1060. " FxaaFloat dst = min(dstN, dstP);",
  1061. " FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
  1062. " FxaaFloat subpixG = subpixF * subpixF;",
  1063. " FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
  1064. " FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
  1065. "/*--------------------------------------------------------------------------*/",
  1066. " FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
  1067. " FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
  1068. " if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
  1069. " if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
  1070. " #if (FXAA_DISCARD == 1)",
  1071. " return FxaaTexTop(tex, posM);",
  1072. " #else",
  1073. " return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
  1074. " #endif",
  1075. "}",
  1076. "/*==========================================================================*/",
  1077. "#endif",
  1078. "",
  1079. "void main() {",
  1080. " gl_FragColor = FxaaPixelShader(",
  1081. " vUv,",
  1082. " vec4(0.0),",
  1083. " tDiffuse,",
  1084. " tDiffuse,",
  1085. " tDiffuse,",
  1086. " resolution,",
  1087. " vec4(0.0),",
  1088. " vec4(0.0),",
  1089. " vec4(0.0),",
  1090. " 0.75,",
  1091. " 0.166,",
  1092. " 0.0833,",
  1093. " 0.0,",
  1094. " 0.0,",
  1095. " 0.0,",
  1096. " vec4(0.0)",
  1097. " );",
  1098. "",
  1099. " // TODO avoid querying texture twice for same texel",
  1100. " gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
  1101. "}"
  1102. ].join("\n")
  1103. };