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| /** | |
| * @author alteredq / http://alteredqualia.com/ | |
| * @author davidedc / http://www.sketchpatch.net/ | |
| * | |
| * NVIDIA FXAA by Timothy Lottes | |
| * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html | |
| * - WebGL port by @supereggbert | |
| * http://www.glge.org/demos/fxaa/ | |
| */ | |
| THREE.FXAAShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "precision highp float;", | |
| "", | |
| "uniform sampler2D tDiffuse;", | |
| "", | |
| "uniform vec2 resolution;", | |
| "", | |
| "varying vec2 vUv;", | |
| "", | |
| "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)", | |
| "", | |
| "//----------------------------------------------------------------------------------", | |
| "// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag", | |
| "// SDK Version: v3.00", | |
| "// Email: gameworks@nvidia.com", | |
| "// Site: http://developer.nvidia.com/", | |
| "//", | |
| "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.", | |
| "//", | |
| "// Redistribution and use in source and binary forms, with or without", | |
| "// modification, are permitted provided that the following conditions", | |
| "// are met:", | |
| "// * Redistributions of source code must retain the above copyright", | |
| "// notice, this list of conditions and the following disclaimer.", | |
| "// * Redistributions in binary form must reproduce the above copyright", | |
| "// notice, this list of conditions and the following disclaimer in the", | |
| "// documentation and/or other materials provided with the distribution.", | |
| "// * Neither the name of NVIDIA CORPORATION nor the names of its", | |
| "// contributors may be used to endorse or promote products derived", | |
| "// from this software without specific prior written permission.", | |
| "//", | |
| "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY", | |
| "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE", | |
| "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR", | |
| "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR", | |
| "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,", | |
| "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,", | |
| "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR", | |
| "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY", | |
| "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT", | |
| "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE", | |
| "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.", | |
| "//", | |
| "//----------------------------------------------------------------------------------", | |
| "", | |
| "#define FXAA_PC 1", | |
| "#define FXAA_GLSL_100 1", | |
| "#define FXAA_QUALITY_PRESET 12", | |
| "", | |
| "#define FXAA_GREEN_AS_LUMA 1", | |
| "", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_PC_CONSOLE", | |
| " //", | |
| " // The console algorithm for PC is included", | |
| " // for developers targeting really low spec machines.", | |
| " // Likely better to just run FXAA_PC, and use a really low preset.", | |
| " //", | |
| " #define FXAA_PC_CONSOLE 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_GLSL_120", | |
| " #define FXAA_GLSL_120 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_GLSL_130", | |
| " #define FXAA_GLSL_130 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_HLSL_3", | |
| " #define FXAA_HLSL_3 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_HLSL_4", | |
| " #define FXAA_HLSL_4 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_HLSL_5", | |
| " #define FXAA_HLSL_5 0", | |
| "#endif", | |
| "/*==========================================================================*/", | |
| "#ifndef FXAA_GREEN_AS_LUMA", | |
| " //", | |
| " // For those using non-linear color,", | |
| " // and either not able to get luma in alpha, or not wanting to,", | |
| " // this enables FXAA to run using green as a proxy for luma.", | |
| " // So with this enabled, no need to pack luma in alpha.", | |
| " //", | |
| " // This will turn off AA on anything which lacks some amount of green.", | |
| " // Pure red and blue or combination of only R and B, will get no AA.", | |
| " //", | |
| " // Might want to lower the settings for both,", | |
| " // fxaaConsoleEdgeThresholdMin", | |
| " // fxaaQualityEdgeThresholdMin", | |
| " // In order to insure AA does not get turned off on colors", | |
| " // which contain a minor amount of green.", | |
| " //", | |
| " // 1 = On.", | |
| " // 0 = Off.", | |
| " //", | |
| " #define FXAA_GREEN_AS_LUMA 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_EARLY_EXIT", | |
| " //", | |
| " // Controls algorithm's early exit path.", | |
| " // On PS3 turning this ON adds 2 cycles to the shader.", | |
| " // On 360 turning this OFF adds 10ths of a millisecond to the shader.", | |
| " // Turning this off on console will result in a more blurry image.", | |
| " // So this defaults to on.", | |
| " //", | |
| " // 1 = On.", | |
| " // 0 = Off.", | |
| " //", | |
| " #define FXAA_EARLY_EXIT 1", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_DISCARD", | |
| " //", | |
| " // Only valid for PC OpenGL currently.", | |
| " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.", | |
| " //", | |
| " // 1 = Use discard on pixels which don't need AA.", | |
| " // For APIs which enable concurrent TEX+ROP from same surface.", | |
| " // 0 = Return unchanged color on pixels which don't need AA.", | |
| " //", | |
| " #define FXAA_DISCARD 0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_FAST_PIXEL_OFFSET", | |
| " //", | |
| " // Used for GLSL 120 only.", | |
| " //", | |
| " // 1 = GL API supports fast pixel offsets", | |
| " // 0 = do not use fast pixel offsets", | |
| " //", | |
| " #ifdef GL_EXT_gpu_shader4", | |
| " #define FXAA_FAST_PIXEL_OFFSET 1", | |
| " #endif", | |
| " #ifdef GL_NV_gpu_shader5", | |
| " #define FXAA_FAST_PIXEL_OFFSET 1", | |
| " #endif", | |
| " #ifdef GL_ARB_gpu_shader5", | |
| " #define FXAA_FAST_PIXEL_OFFSET 1", | |
| " #endif", | |
| " #ifndef FXAA_FAST_PIXEL_OFFSET", | |
| " #define FXAA_FAST_PIXEL_OFFSET 0", | |
| " #endif", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#ifndef FXAA_GATHER4_ALPHA", | |
| " //", | |
| " // 1 = API supports gather4 on alpha channel.", | |
| " // 0 = API does not support gather4 on alpha channel.", | |
| " //", | |
| " #if (FXAA_HLSL_5 == 1)", | |
| " #define FXAA_GATHER4_ALPHA 1", | |
| " #endif", | |
| " #ifdef GL_ARB_gpu_shader5", | |
| " #define FXAA_GATHER4_ALPHA 1", | |
| " #endif", | |
| " #ifdef GL_NV_gpu_shader5", | |
| " #define FXAA_GATHER4_ALPHA 1", | |
| " #endif", | |
| " #ifndef FXAA_GATHER4_ALPHA", | |
| " #define FXAA_GATHER4_ALPHA 0", | |
| " #endif", | |
| "#endif", | |
| "", | |
| "", | |
| "/*============================================================================", | |
| " FXAA QUALITY - TUNING KNOBS", | |
| "------------------------------------------------------------------------------", | |
| "NOTE the other tuning knobs are now in the shader function inputs!", | |
| "============================================================================*/", | |
| "#ifndef FXAA_QUALITY_PRESET", | |
| " //", | |
| " // Choose the quality preset.", | |
| " // This needs to be compiled into the shader as it effects code.", | |
| " // Best option to include multiple presets is to", | |
| " // in each shader define the preset, then include this file.", | |
| " //", | |
| " // OPTIONS", | |
| " // -----------------------------------------------------------------------", | |
| " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)", | |
| " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)", | |
| " // 39 - no dither, very expensive", | |
| " //", | |
| " // NOTES", | |
| " // -----------------------------------------------------------------------", | |
| " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)", | |
| " // 13 = about same speed as FXAA 3.9 and better than 12", | |
| " // 23 = closest to FXAA 3.9 visually and performance wise", | |
| " // _ = the lowest digit is directly related to performance", | |
| " // _ = the highest digit is directly related to style", | |
| " //", | |
| " #define FXAA_QUALITY_PRESET 12", | |
| "#endif", | |
| "", | |
| "", | |
| "/*============================================================================", | |
| "", | |
| " FXAA QUALITY - PRESETS", | |
| "", | |
| "============================================================================*/", | |
| "", | |
| "/*============================================================================", | |
| " FXAA QUALITY - MEDIUM DITHER PRESETS", | |
| "============================================================================*/", | |
| "#if (FXAA_QUALITY_PRESET == 10)", | |
| " #define FXAA_QUALITY_PS 3", | |
| " #define FXAA_QUALITY_P0 1.5", | |
| " #define FXAA_QUALITY_P1 3.0", | |
| " #define FXAA_QUALITY_P2 12.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 11)", | |
| " #define FXAA_QUALITY_PS 4", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 3.0", | |
| " #define FXAA_QUALITY_P3 12.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 12)", | |
| " #define FXAA_QUALITY_PS 5", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 4.0", | |
| " #define FXAA_QUALITY_P4 12.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 13)", | |
| " #define FXAA_QUALITY_PS 6", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 4.0", | |
| " #define FXAA_QUALITY_P5 12.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 14)", | |
| " #define FXAA_QUALITY_PS 7", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 4.0", | |
| " #define FXAA_QUALITY_P6 12.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 15)", | |
| " #define FXAA_QUALITY_PS 8", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 4.0", | |
| " #define FXAA_QUALITY_P7 12.0", | |
| "#endif", | |
| "", | |
| "/*============================================================================", | |
| " FXAA QUALITY - LOW DITHER PRESETS", | |
| "============================================================================*/", | |
| "#if (FXAA_QUALITY_PRESET == 20)", | |
| " #define FXAA_QUALITY_PS 3", | |
| " #define FXAA_QUALITY_P0 1.5", | |
| " #define FXAA_QUALITY_P1 2.0", | |
| " #define FXAA_QUALITY_P2 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 21)", | |
| " #define FXAA_QUALITY_PS 4", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 22)", | |
| " #define FXAA_QUALITY_PS 5", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 23)", | |
| " #define FXAA_QUALITY_PS 6", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 24)", | |
| " #define FXAA_QUALITY_PS 7", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 3.0", | |
| " #define FXAA_QUALITY_P6 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 25)", | |
| " #define FXAA_QUALITY_PS 8", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 4.0", | |
| " #define FXAA_QUALITY_P7 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 26)", | |
| " #define FXAA_QUALITY_PS 9", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 2.0", | |
| " #define FXAA_QUALITY_P7 4.0", | |
| " #define FXAA_QUALITY_P8 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 27)", | |
| " #define FXAA_QUALITY_PS 10", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 2.0", | |
| " #define FXAA_QUALITY_P7 2.0", | |
| " #define FXAA_QUALITY_P8 4.0", | |
| " #define FXAA_QUALITY_P9 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 28)", | |
| " #define FXAA_QUALITY_PS 11", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 2.0", | |
| " #define FXAA_QUALITY_P7 2.0", | |
| " #define FXAA_QUALITY_P8 2.0", | |
| " #define FXAA_QUALITY_P9 4.0", | |
| " #define FXAA_QUALITY_P10 8.0", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_QUALITY_PRESET == 29)", | |
| " #define FXAA_QUALITY_PS 12", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.5", | |
| " #define FXAA_QUALITY_P2 2.0", | |
| " #define FXAA_QUALITY_P3 2.0", | |
| " #define FXAA_QUALITY_P4 2.0", | |
| " #define FXAA_QUALITY_P5 2.0", | |
| " #define FXAA_QUALITY_P6 2.0", | |
| " #define FXAA_QUALITY_P7 2.0", | |
| " #define FXAA_QUALITY_P8 2.0", | |
| " #define FXAA_QUALITY_P9 2.0", | |
| " #define FXAA_QUALITY_P10 4.0", | |
| " #define FXAA_QUALITY_P11 8.0", | |
| "#endif", | |
| "", | |
| "/*============================================================================", | |
| " FXAA QUALITY - EXTREME QUALITY", | |
| "============================================================================*/", | |
| "#if (FXAA_QUALITY_PRESET == 39)", | |
| " #define FXAA_QUALITY_PS 12", | |
| " #define FXAA_QUALITY_P0 1.0", | |
| " #define FXAA_QUALITY_P1 1.0", | |
| " #define FXAA_QUALITY_P2 1.0", | |
| " #define FXAA_QUALITY_P3 1.0", | |
| " #define FXAA_QUALITY_P4 1.0", | |
| " #define FXAA_QUALITY_P5 1.5", | |
| " #define FXAA_QUALITY_P6 2.0", | |
| " #define FXAA_QUALITY_P7 2.0", | |
| " #define FXAA_QUALITY_P8 2.0", | |
| " #define FXAA_QUALITY_P9 2.0", | |
| " #define FXAA_QUALITY_P10 4.0", | |
| " #define FXAA_QUALITY_P11 8.0", | |
| "#endif", | |
| "", | |
| "", | |
| "", | |
| "/*============================================================================", | |
| "", | |
| " API PORTING", | |
| "", | |
| "============================================================================*/", | |
| "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)", | |
| " #define FxaaBool bool", | |
| " #define FxaaDiscard discard", | |
| " #define FxaaFloat float", | |
| " #define FxaaFloat2 vec2", | |
| " #define FxaaFloat3 vec3", | |
| " #define FxaaFloat4 vec4", | |
| " #define FxaaHalf float", | |
| " #define FxaaHalf2 vec2", | |
| " #define FxaaHalf3 vec3", | |
| " #define FxaaHalf4 vec4", | |
| " #define FxaaInt2 ivec2", | |
| " #define FxaaSat(x) clamp(x, 0.0, 1.0)", | |
| " #define FxaaTex sampler2D", | |
| "#else", | |
| " #define FxaaBool bool", | |
| " #define FxaaDiscard clip(-1)", | |
| " #define FxaaFloat float", | |
| " #define FxaaFloat2 float2", | |
| " #define FxaaFloat3 float3", | |
| " #define FxaaFloat4 float4", | |
| " #define FxaaHalf half", | |
| " #define FxaaHalf2 half2", | |
| " #define FxaaHalf3 half3", | |
| " #define FxaaHalf4 half4", | |
| " #define FxaaSat(x) saturate(x)", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_GLSL_100 == 1)", | |
| " #define FxaaTexTop(t, p) texture2D(t, p, 0.0)", | |
| " #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_GLSL_120 == 1)", | |
| " // Requires,", | |
| " // #version 120", | |
| " // And at least,", | |
| " // #extension GL_EXT_gpu_shader4 : enable", | |
| " // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)", | |
| " #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)", | |
| " #if (FXAA_FAST_PIXEL_OFFSET == 1)", | |
| " #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)", | |
| " #else", | |
| " #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)", | |
| " #endif", | |
| " #if (FXAA_GATHER4_ALPHA == 1)", | |
| " // use #extension GL_ARB_gpu_shader5 : enable", | |
| " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)", | |
| " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)", | |
| " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)", | |
| " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)", | |
| " #endif", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_GLSL_130 == 1)", | |
| " // Requires \"#version 130\" or better", | |
| " #define FxaaTexTop(t, p) textureLod(t, p, 0.0)", | |
| " #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)", | |
| " #if (FXAA_GATHER4_ALPHA == 1)", | |
| " // use #extension GL_ARB_gpu_shader5 : enable", | |
| " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)", | |
| " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)", | |
| " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)", | |
| " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)", | |
| " #endif", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_HLSL_3 == 1)", | |
| " #define FxaaInt2 float2", | |
| " #define FxaaTex sampler2D", | |
| " #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))", | |
| " #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_HLSL_4 == 1)", | |
| " #define FxaaInt2 int2", | |
| " struct FxaaTex { SamplerState smpl; Texture2D tex; };", | |
| " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)", | |
| " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)", | |
| "#endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| "#if (FXAA_HLSL_5 == 1)", | |
| " #define FxaaInt2 int2", | |
| " struct FxaaTex { SamplerState smpl; Texture2D tex; };", | |
| " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)", | |
| " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)", | |
| " #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)", | |
| " #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)", | |
| " #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)", | |
| " #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)", | |
| "#endif", | |
| "", | |
| "", | |
| "/*============================================================================", | |
| " GREEN AS LUMA OPTION SUPPORT FUNCTION", | |
| "============================================================================*/", | |
| "#if (FXAA_GREEN_AS_LUMA == 0)", | |
| " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }", | |
| "#else", | |
| " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }", | |
| "#endif", | |
| "", | |
| "", | |
| "", | |
| "", | |
| "/*============================================================================", | |
| "", | |
| " FXAA3 QUALITY - PC", | |
| "", | |
| "============================================================================*/", | |
| "#if (FXAA_PC == 1)", | |
| "/*--------------------------------------------------------------------------*/", | |
| "FxaaFloat4 FxaaPixelShader(", | |
| " //", | |
| " // Use noperspective interpolation here (turn off perspective interpolation).", | |
| " // {xy} = center of pixel", | |
| " FxaaFloat2 pos,", | |
| " //", | |
| " // Used only for FXAA Console, and not used on the 360 version.", | |
| " // Use noperspective interpolation here (turn off perspective interpolation).", | |
| " // {xy_} = upper left of pixel", | |
| " // {_zw} = lower right of pixel", | |
| " FxaaFloat4 fxaaConsolePosPos,", | |
| " //", | |
| " // Input color texture.", | |
| " // {rgb_} = color in linear or perceptual color space", | |
| " // if (FXAA_GREEN_AS_LUMA == 0)", | |
| " // {__a} = luma in perceptual color space (not linear)", | |
| " FxaaTex tex,", | |
| " //", | |
| " // Only used on the optimized 360 version of FXAA Console.", | |
| " // For everything but 360, just use the same input here as for \"tex\".", | |
| " // For 360, same texture, just alias with a 2nd sampler.", | |
| " // This sampler needs to have an exponent bias of -1.", | |
| " FxaaTex fxaaConsole360TexExpBiasNegOne,", | |
| " //", | |
| " // Only used on the optimized 360 version of FXAA Console.", | |
| " // For everything but 360, just use the same input here as for \"tex\".", | |
| " // For 360, same texture, just alias with a 3nd sampler.", | |
| " // This sampler needs to have an exponent bias of -2.", | |
| " FxaaTex fxaaConsole360TexExpBiasNegTwo,", | |
| " //", | |
| " // Only used on FXAA Quality.", | |
| " // This must be from a constant/uniform.", | |
| " // {x_} = 1.0/screenWidthInPixels", | |
| " // {_y} = 1.0/screenHeightInPixels", | |
| " FxaaFloat2 fxaaQualityRcpFrame,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // This must be from a constant/uniform.", | |
| " // This effects sub-pixel AA quality and inversely sharpness.", | |
| " // Where N ranges between,", | |
| " // N = 0.50 (default)", | |
| " // N = 0.33 (sharper)", | |
| " // {x__} = -N/screenWidthInPixels", | |
| " // {_y_} = -N/screenHeightInPixels", | |
| " // {_z_} = N/screenWidthInPixels", | |
| " // {__w} = N/screenHeightInPixels", | |
| " FxaaFloat4 fxaaConsoleRcpFrameOpt,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // Not used on 360, but used on PS3 and PC.", | |
| " // This must be from a constant/uniform.", | |
| " // {x__} = -2.0/screenWidthInPixels", | |
| " // {_y_} = -2.0/screenHeightInPixels", | |
| " // {_z_} = 2.0/screenWidthInPixels", | |
| " // {__w} = 2.0/screenHeightInPixels", | |
| " FxaaFloat4 fxaaConsoleRcpFrameOpt2,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.", | |
| " // This must be from a constant/uniform.", | |
| " // {x__} = 8.0/screenWidthInPixels", | |
| " // {_y_} = 8.0/screenHeightInPixels", | |
| " // {_z_} = -4.0/screenWidthInPixels", | |
| " // {__w} = -4.0/screenHeightInPixels", | |
| " FxaaFloat4 fxaaConsole360RcpFrameOpt2,", | |
| " //", | |
| " // Only used on FXAA Quality.", | |
| " // This used to be the FXAA_QUALITY_SUBPIX define.", | |
| " // It is here now to allow easier tuning.", | |
| " // Choose the amount of sub-pixel aliasing removal.", | |
| " // This can effect sharpness.", | |
| " // 1.00 - upper limit (softer)", | |
| " // 0.75 - default amount of filtering", | |
| " // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)", | |
| " // 0.25 - almost off", | |
| " // 0.00 - completely off", | |
| " FxaaFloat fxaaQualitySubpix,", | |
| " //", | |
| " // Only used on FXAA Quality.", | |
| " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.", | |
| " // It is here now to allow easier tuning.", | |
| " // The minimum amount of local contrast required to apply algorithm.", | |
| " // 0.333 - too little (faster)", | |
| " // 0.250 - low quality", | |
| " // 0.166 - default", | |
| " // 0.125 - high quality", | |
| " // 0.063 - overkill (slower)", | |
| " FxaaFloat fxaaQualityEdgeThreshold,", | |
| " //", | |
| " // Only used on FXAA Quality.", | |
| " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.", | |
| " // It is here now to allow easier tuning.", | |
| " // Trims the algorithm from processing darks.", | |
| " // 0.0833 - upper limit (default, the start of visible unfiltered edges)", | |
| " // 0.0625 - high quality (faster)", | |
| " // 0.0312 - visible limit (slower)", | |
| " // Special notes when using FXAA_GREEN_AS_LUMA,", | |
| " // Likely want to set this to zero.", | |
| " // As colors that are mostly not-green", | |
| " // will appear very dark in the green channel!", | |
| " // Tune by looking at mostly non-green content,", | |
| " // then start at zero and increase until aliasing is a problem.", | |
| " FxaaFloat fxaaQualityEdgeThresholdMin,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.", | |
| " // It is here now to allow easier tuning.", | |
| " // This does not effect PS3, as this needs to be compiled in.", | |
| " // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.", | |
| " // Due to the PS3 being ALU bound,", | |
| " // there are only three safe values here: 2 and 4 and 8.", | |
| " // These options use the shaders ability to a free *|/ by 2|4|8.", | |
| " // For all other platforms can be a non-power of two.", | |
| " // 8.0 is sharper (default!!!)", | |
| " // 4.0 is softer", | |
| " // 2.0 is really soft (good only for vector graphics inputs)", | |
| " FxaaFloat fxaaConsoleEdgeSharpness,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.", | |
| " // It is here now to allow easier tuning.", | |
| " // This does not effect PS3, as this needs to be compiled in.", | |
| " // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.", | |
| " // Due to the PS3 being ALU bound,", | |
| " // there are only two safe values here: 1/4 and 1/8.", | |
| " // These options use the shaders ability to a free *|/ by 2|4|8.", | |
| " // The console setting has a different mapping than the quality setting.", | |
| " // Other platforms can use other values.", | |
| " // 0.125 leaves less aliasing, but is softer (default!!!)", | |
| " // 0.25 leaves more aliasing, and is sharper", | |
| " FxaaFloat fxaaConsoleEdgeThreshold,", | |
| " //", | |
| " // Only used on FXAA Console.", | |
| " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.", | |
| " // It is here now to allow easier tuning.", | |
| " // Trims the algorithm from processing darks.", | |
| " // The console setting has a different mapping than the quality setting.", | |
| " // This only applies when FXAA_EARLY_EXIT is 1.", | |
| " // This does not apply to PS3,", | |
| " // PS3 was simplified to avoid more shader instructions.", | |
| " // 0.06 - faster but more aliasing in darks", | |
| " // 0.05 - default", | |
| " // 0.04 - slower and less aliasing in darks", | |
| " // Special notes when using FXAA_GREEN_AS_LUMA,", | |
| " // Likely want to set this to zero.", | |
| " // As colors that are mostly not-green", | |
| " // will appear very dark in the green channel!", | |
| " // Tune by looking at mostly non-green content,", | |
| " // then start at zero and increase until aliasing is a problem.", | |
| " FxaaFloat fxaaConsoleEdgeThresholdMin,", | |
| " //", | |
| " // Extra constants for 360 FXAA Console only.", | |
| " // Use zeros or anything else for other platforms.", | |
| " // These must be in physical constant registers and NOT immediates.", | |
| " // Immediates will result in compiler un-optimizing.", | |
| " // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)", | |
| " FxaaFloat4 fxaaConsole360ConstDir", | |
| ") {", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat2 posM;", | |
| " posM.x = pos.x;", | |
| " posM.y = pos.y;", | |
| " #if (FXAA_GATHER4_ALPHA == 1)", | |
| " #if (FXAA_DISCARD == 0)", | |
| " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);", | |
| " #if (FXAA_GREEN_AS_LUMA == 0)", | |
| " #define lumaM rgbyM.w", | |
| " #else", | |
| " #define lumaM rgbyM.y", | |
| " #endif", | |
| " #endif", | |
| " #if (FXAA_GREEN_AS_LUMA == 0)", | |
| " FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);", | |
| " FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));", | |
| " #else", | |
| " FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);", | |
| " FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));", | |
| " #endif", | |
| " #if (FXAA_DISCARD == 1)", | |
| " #define lumaM luma4A.w", | |
| " #endif", | |
| " #define lumaE luma4A.z", | |
| " #define lumaS luma4A.x", | |
| " #define lumaSE luma4A.y", | |
| " #define lumaNW luma4B.w", | |
| " #define lumaN luma4B.z", | |
| " #define lumaW luma4B.x", | |
| " #else", | |
| " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);", | |
| " #if (FXAA_GREEN_AS_LUMA == 0)", | |
| " #define lumaM rgbyM.w", | |
| " #else", | |
| " #define lumaM rgbyM.y", | |
| " #endif", | |
| " #if (FXAA_GLSL_100 == 1)", | |
| " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));", | |
| " #else", | |
| " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));", | |
| " #endif", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat maxSM = max(lumaS, lumaM);", | |
| " FxaaFloat minSM = min(lumaS, lumaM);", | |
| " FxaaFloat maxESM = max(lumaE, maxSM);", | |
| " FxaaFloat minESM = min(lumaE, minSM);", | |
| " FxaaFloat maxWN = max(lumaN, lumaW);", | |
| " FxaaFloat minWN = min(lumaN, lumaW);", | |
| " FxaaFloat rangeMax = max(maxWN, maxESM);", | |
| " FxaaFloat rangeMin = min(minWN, minESM);", | |
| " FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;", | |
| " FxaaFloat range = rangeMax - rangeMin;", | |
| " FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);", | |
| " FxaaBool earlyExit = range < rangeMaxClamped;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " if(earlyExit)", | |
| " #if (FXAA_DISCARD == 1)", | |
| " FxaaDiscard;", | |
| " #else", | |
| " return rgbyM;", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_GATHER4_ALPHA == 0)", | |
| " #if (FXAA_GLSL_100 == 1)", | |
| " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));", | |
| " #else", | |
| " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));", | |
| " #endif", | |
| " #else", | |
| " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));", | |
| " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat lumaNS = lumaN + lumaS;", | |
| " FxaaFloat lumaWE = lumaW + lumaE;", | |
| " FxaaFloat subpixRcpRange = 1.0/range;", | |
| " FxaaFloat subpixNSWE = lumaNS + lumaWE;", | |
| " FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;", | |
| " FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat lumaNESE = lumaNE + lumaSE;", | |
| " FxaaFloat lumaNWNE = lumaNW + lumaNE;", | |
| " FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;", | |
| " FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat lumaNWSW = lumaNW + lumaSW;", | |
| " FxaaFloat lumaSWSE = lumaSW + lumaSE;", | |
| " FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);", | |
| " FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);", | |
| " FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;", | |
| " FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;", | |
| " FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;", | |
| " FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;", | |
| " FxaaFloat lengthSign = fxaaQualityRcpFrame.x;", | |
| " FxaaBool horzSpan = edgeHorz >= edgeVert;", | |
| " FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " if(!horzSpan) lumaN = lumaW;", | |
| " if(!horzSpan) lumaS = lumaE;", | |
| " if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;", | |
| " FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat gradientN = lumaN - lumaM;", | |
| " FxaaFloat gradientS = lumaS - lumaM;", | |
| " FxaaFloat lumaNN = lumaN + lumaM;", | |
| " FxaaFloat lumaSS = lumaS + lumaM;", | |
| " FxaaBool pairN = abs(gradientN) >= abs(gradientS);", | |
| " FxaaFloat gradient = max(abs(gradientN), abs(gradientS));", | |
| " if(pairN) lengthSign = -lengthSign;", | |
| " FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat2 posB;", | |
| " posB.x = posM.x;", | |
| " posB.y = posM.y;", | |
| " FxaaFloat2 offNP;", | |
| " offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;", | |
| " offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;", | |
| " if(!horzSpan) posB.x += lengthSign * 0.5;", | |
| " if( horzSpan) posB.y += lengthSign * 0.5;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat2 posN;", | |
| " posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;", | |
| " posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;", | |
| " FxaaFloat2 posP;", | |
| " posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;", | |
| " posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;", | |
| " FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;", | |
| " FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));", | |
| " FxaaFloat subpixE = subpixC * subpixC;", | |
| " FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));", | |
| "/*--------------------------------------------------------------------------*/", | |
| " if(!pairN) lumaNN = lumaSS;", | |
| " FxaaFloat gradientScaled = gradient * 1.0/4.0;", | |
| " FxaaFloat lumaMM = lumaM - lumaNN * 0.5;", | |
| " FxaaFloat subpixF = subpixD * subpixE;", | |
| " FxaaBool lumaMLTZero = lumaMM < 0.0;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " lumaEndN -= lumaNN * 0.5;", | |
| " lumaEndP -= lumaNN * 0.5;", | |
| " FxaaBool doneN = abs(lumaEndN) >= gradientScaled;", | |
| " FxaaBool doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;", | |
| " FxaaBool doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 3)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 4)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 5)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 6)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 7)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 8)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 9)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 10)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 11)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " #if (FXAA_QUALITY_PS > 12)", | |
| " if(doneNP) {", | |
| " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));", | |
| " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));", | |
| " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;", | |
| " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;", | |
| " doneN = abs(lumaEndN) >= gradientScaled;", | |
| " doneP = abs(lumaEndP) >= gradientScaled;", | |
| " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;", | |
| " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;", | |
| " doneNP = (!doneN) || (!doneP);", | |
| " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;", | |
| " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| " #endif", | |
| "/*--------------------------------------------------------------------------*/", | |
| " }", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat dstN = posM.x - posN.x;", | |
| " FxaaFloat dstP = posP.x - posM.x;", | |
| " if(!horzSpan) dstN = posM.y - posN.y;", | |
| " if(!horzSpan) dstP = posP.y - posM.y;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;", | |
| " FxaaFloat spanLength = (dstP + dstN);", | |
| " FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;", | |
| " FxaaFloat spanLengthRcp = 1.0/spanLength;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaBool directionN = dstN < dstP;", | |
| " FxaaFloat dst = min(dstN, dstP);", | |
| " FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;", | |
| " FxaaFloat subpixG = subpixF * subpixF;", | |
| " FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;", | |
| " FxaaFloat subpixH = subpixG * fxaaQualitySubpix;", | |
| "/*--------------------------------------------------------------------------*/", | |
| " FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;", | |
| " FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);", | |
| " if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;", | |
| " if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;", | |
| " #if (FXAA_DISCARD == 1)", | |
| " return FxaaTexTop(tex, posM);", | |
| " #else", | |
| " return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);", | |
| " #endif", | |
| "}", | |
| "/*==========================================================================*/", | |
| "#endif", | |
| "", | |
| "void main() {", | |
| " gl_FragColor = FxaaPixelShader(", | |
| " vUv,", | |
| " vec4(0.0),", | |
| " tDiffuse,", | |
| " tDiffuse,", | |
| " tDiffuse,", | |
| " resolution,", | |
| " vec4(0.0),", | |
| " vec4(0.0),", | |
| " vec4(0.0),", | |
| " 0.75,", | |
| " 0.166,", | |
| " 0.0833,", | |
| " 0.0,", | |
| " 0.0,", | |
| " 0.0,", | |
| " vec4(0.0)", | |
| " );", | |
| "", | |
| " // TODO avoid querying texture twice for same texel", | |
| " gl_FragColor.a = texture2D(tDiffuse, vUv).a;", | |
| "}" | |
| ].join("\n") | |
| }; | |