289 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			289 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Vector2
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| } from 'three';
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| 
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| /**
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|  * NVIDIA FXAA by Timothy Lottes
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|  * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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|  * - WebGL port by @supereggbert
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|  * http://www.glge.org/demos/fxaa/
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|  * Further improved by Daniel Sturk
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|  */
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| 
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| const FXAAShader = {
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| 
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| 	name: 'FXAAShader',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 		precision highp float;
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| 
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| 		uniform sampler2D tDiffuse;
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| 
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| 		uniform vec2 resolution;
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| 
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| 		varying vec2 vUv;
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| 
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| 		// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
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| 
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| 		//----------------------------------------------------------------------------------
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| 		// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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| 		// SDK Version: v3.00
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| 		// Email:       gameworks@nvidia.com
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| 		// Site:        http://developer.nvidia.com/
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| 		//
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| 		// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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| 		//
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| 		// Redistribution and use in source and binary forms, with or without
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| 		// modification, are permitted provided that the following conditions
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| 		// are met:
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| 		//  * Redistributions of source code must retain the above copyright
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| 		//    notice, this list of conditions and the following disclaimer.
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| 		//  * Redistributions in binary form must reproduce the above copyright
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| 		//    notice, this list of conditions and the following disclaimer in the
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| 		//    documentation and/or other materials provided with the distribution.
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| 		//  * Neither the name of NVIDIA CORPORATION nor the names of its
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| 		//    contributors may be used to endorse or promote products derived
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| 		//    from this software without specific prior written permission.
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| 		//
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| 		// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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| 		// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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| 		// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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| 		// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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| 		// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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| 		// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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| 		// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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| 		// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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| 		// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| 		// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| 		// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| 		//
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| 		//----------------------------------------------------------------------------------
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| 
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| 		#ifndef FXAA_DISCARD
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| 			//
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| 			// Only valid for PC OpenGL currently.
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| 			// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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| 			//
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| 			// 1 = Use discard on pixels which don't need AA.
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| 			//     For APIs which enable concurrent TEX+ROP from same surface.
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| 			// 0 = Return unchanged color on pixels which don't need AA.
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| 			//
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| 			#define FXAA_DISCARD 0
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| 		#endif
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| 
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| 		/*--------------------------------------------------------------------------*/
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| 		#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
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| 		#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
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| 		/*--------------------------------------------------------------------------*/
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| 
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| 		#define NUM_SAMPLES 5
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| 
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| 		// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
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| 		float contrast( vec4 a, vec4 b ) {
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| 			vec4 diff = abs( a - b );
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| 			return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
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| 		}
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| 
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| 		/*============================================================================
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| 
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| 									FXAA3 QUALITY - PC
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| 
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| 		============================================================================*/
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| 
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| 		/*--------------------------------------------------------------------------*/
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| 		vec4 FxaaPixelShader(
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| 			vec2 posM,
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| 			sampler2D tex,
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| 			vec2 fxaaQualityRcpFrame,
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| 			float fxaaQualityEdgeThreshold,
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| 			float fxaaQualityinvEdgeThreshold
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| 		) {
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| 			vec4 rgbaM = FxaaTexTop(tex, posM);
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| 			vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
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| 			vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
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| 			vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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| 			vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
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| 			// . S .
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| 			// W M E
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| 			// . N .
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| 
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| 			bool earlyExit = max( max( max(
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| 					contrast( rgbaM, rgbaN ),
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| 					contrast( rgbaM, rgbaS ) ),
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| 					contrast( rgbaM, rgbaE ) ),
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| 					contrast( rgbaM, rgbaW ) )
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| 					< fxaaQualityEdgeThreshold;
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| 			// . 0 .
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| 			// 0 0 0
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| 			// . 0 .
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| 
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| 			#if (FXAA_DISCARD == 1)
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| 				if(earlyExit) FxaaDiscard;
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| 			#else
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| 				if(earlyExit) return rgbaM;
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| 			#endif
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| 
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| 			float contrastN = contrast( rgbaM, rgbaN );
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| 			float contrastS = contrast( rgbaM, rgbaS );
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| 			float contrastE = contrast( rgbaM, rgbaE );
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| 			float contrastW = contrast( rgbaM, rgbaW );
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| 
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| 			float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
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| 			relativeVContrast *= fxaaQualityinvEdgeThreshold;
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| 
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| 			bool horzSpan = relativeVContrast > 0.;
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| 			// . 1 .
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| 			// 0 0 0
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| 			// . 1 .
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| 
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| 			// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
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| 			if( abs( relativeVContrast ) < .3 ) {
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| 				// locate the edge
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| 				vec2 dirToEdge;
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| 				dirToEdge.x = contrastE > contrastW ? 1. : -1.;
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| 				dirToEdge.y = contrastS > contrastN ? 1. : -1.;
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| 				// . 2 .      . 1 .
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| 				// 1 0 2  ~=  0 0 1
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| 				// . 1 .      . 0 .
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| 
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| 				// tap 2 pixels and see which ones are "outside" the edge, to
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| 				// determine if the edge is vertical or horizontal
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| 
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| 				vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
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| 				float matchAlongH = contrast( rgbaM, rgbaAlongH );
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| 				// . 1 .
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| 				// 0 0 1
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| 				// . 0 H
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| 
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| 				vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
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| 				float matchAlongV = contrast( rgbaM, rgbaAlongV );
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| 				// V 1 .
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| 				// 0 0 1
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| 				// . 0 .
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| 
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| 				relativeVContrast = matchAlongV - matchAlongH;
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| 				relativeVContrast *= fxaaQualityinvEdgeThreshold;
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| 
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| 				if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
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| 					// 1 1 .
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| 					// 0 0 1
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| 					// . 0 1
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| 
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| 					// do a simple blur
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| 					return mix(
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| 						rgbaM,
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| 						(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
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| 						.4
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| 					);
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| 				}
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| 
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| 				horzSpan = relativeVContrast > 0.;
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| 			}
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| 
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| 			if(!horzSpan) rgbaN = rgbaW;
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| 			if(!horzSpan) rgbaS = rgbaE;
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| 			// . 0 .      1
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| 			// 1 0 1  ->  0
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| 			// . 0 .      1
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| 
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| 			bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
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| 			if(!pairN) rgbaN = rgbaS;
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| 
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| 			vec2 offNP;
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| 			offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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| 			offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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| 
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| 			bool doneN = false;
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| 			bool doneP = false;
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| 
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| 			float nDist = 0.;
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| 			float pDist = 0.;
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| 
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| 			vec2 posN = posM;
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| 			vec2 posP = posM;
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| 
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| 			int iterationsUsed = 0;
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| 			int iterationsUsedN = 0;
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| 			int iterationsUsedP = 0;
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| 			for( int i = 0; i < NUM_SAMPLES; i++ ) {
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| 				iterationsUsed = i;
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| 
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| 				float increment = float(i + 1);
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| 
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| 				if(!doneN) {
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| 					nDist += increment;
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| 					posN = posM + offNP * nDist;
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| 					vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
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| 					doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
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| 					iterationsUsedN = i;
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| 				}
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| 
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| 				if(!doneP) {
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| 					pDist += increment;
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| 					posP = posM - offNP * pDist;
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| 					vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
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| 					doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
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| 					iterationsUsedP = i;
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| 				}
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| 
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| 				if(doneN || doneP) break;
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| 			}
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| 
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| 
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| 			if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
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| 
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| 			float dist = min(
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| 				doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
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| 				doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
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| 			);
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| 
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| 			// hacky way of reduces blurriness of mostly diagonal edges
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| 			// but reduces AA quality
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| 			dist = pow(dist, .5);
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| 
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| 			dist = 1. - dist;
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| 
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| 			return mix(
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| 				rgbaM,
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| 				rgbaN,
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| 				dist * .5
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| 			);
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| 		}
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| 
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| 		void main() {
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| 			const float edgeDetectionQuality = .2;
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| 			const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
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| 
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| 			gl_FragColor = FxaaPixelShader(
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| 				vUv,
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| 				tDiffuse,
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| 				resolution,
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| 				edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
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| 				invEdgeDetectionQuality
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| 			);
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| 
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| 		}
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| 	`
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| 
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| };
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| 
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| export { FXAAShader };
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