vizicities/src/vendor/FXAAShader.js

97 wiersze
2.9 KiB
JavaScript
Executable File

// jscs:disable
/* eslint-disable */
import * as THREE from 'three';
/**
* @author alteredq / http://alteredqualia.com/
* @author davidedc / http://www.sketchpatch.net/
*
* NVIDIA FXAA by Timothy Lottes
* http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
* - WebGL port by @supereggbert
* http://www.glge.org/demos/fxaa/
*/
var FXAAShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
},
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec2 resolution;",
"#define FXAA_REDUCE_MIN (1.0/128.0)",
"#define FXAA_REDUCE_MUL (1.0/8.0)",
"#define FXAA_SPAN_MAX 8.0",
"void main() {",
"vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
"vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
"vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
"vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
"vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
"vec3 rgbM = rgbaM.xyz;",
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
"float lumaNW = dot( rgbNW, luma );",
"float lumaNE = dot( rgbNE, luma );",
"float lumaSW = dot( rgbSW, luma );",
"float lumaSE = dot( rgbSE, luma );",
"float lumaM = dot( rgbM, luma );",
"float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
"float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
"vec2 dir;",
"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
"float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
"float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
"dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
"max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
"dir * rcpDirMin)) * resolution;",
"vec4 rgbA = (1.0/2.0) * (",
"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (1.0/3.0 - 0.5)) +",
"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (2.0/3.0 - 0.5)));",
"vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (",
"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (0.0/3.0 - 0.5)) +",
"texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (3.0/3.0 - 0.5)));",
"float lumaB = dot(rgbB, vec4(luma, 0.0));",
"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
"gl_FragColor = rgbA;",
"} else {",
"gl_FragColor = rgbB;",
"}",
"}"
].join( "\n" )
};
export default FXAAShader;
THREE.FXAAShader = FXAAShader;