Buckets:
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const THREE = require("three"); | |
| const FXAAShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| 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-keplerFXAAassetsshaders/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 algorithms 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 dont need AA. | |
| // For APIs which enable concurrent TEX+ROP from same surface. | |
| // 0 = Return unchanged color on pixels which dont 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; | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.FXAAShader = FXAAShader; | |
| //# sourceMappingURL=FXAAShader.cjs.map | |
Xet Storage Details
- Size:
- 51.3 kB
- Xet hash:
- a724d205ad3c9d5ddd8193d91100801ee63dbe76073be66a3b037cecac68366f
·
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