export default ` precision highp float; precision highp int; precision highp sampler2D; uniform sampler2D tColor; uniform vec2 uTexSize; // Basic FXAA implementation based on the code on geeks3d.com with the // modification that the texture2DLod stuff was removed since it's // unsupported by WebGL. // -- // From: // https://github.com/mitsuhiko/webgl-meincraft // Copyright (c) 2011 by Armin Ronacher. // Some 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. // * The names of the contributors may not be used to endorse or // promote products derived from this software without specific // prior written permission. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "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. // */ #ifndef FXAA_REDUCE_MIN #define FXAA_REDUCE_MIN (1.0/ 128.0) #endif #ifndef FXAA_REDUCE_MUL #define FXAA_REDUCE_MUL (1.0 / 8.0) #endif #ifndef FXAA_SPAN_MAX #define FXAA_SPAN_MAX 8.0 #endif vec4 fxaa(sampler2D tex, const in vec2 fragCoord, const in vec2 resolution) { vec2 inverseVP = 1.0 / resolution; vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; vec2 v_rgbM = vec2(fragCoord * inverseVP); vec4 col = vec4(0.0); vec3 rgbNW = texture2D(tex, v_rgbNW).xyz; vec3 rgbNE = texture2D(tex, v_rgbNE).xyz; vec3 rgbSW = texture2D(tex, v_rgbSW).xyz; vec3 rgbSE = texture2D(tex, v_rgbSE).xyz; vec4 texColor = texture2D(tex, v_rgbM); vec3 rgbM = texColor.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)) * inverseVP; vec4 rgbA1 = texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)); vec4 rgbA2 = texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)); vec4 rgbA = 0.5 * (rgbA1 + rgbA2); vec4 rgbB1 = texture2D(tex, fragCoord * inverseVP + dir * -0.5); vec4 rgbB2 = texture2D(tex, fragCoord * inverseVP + dir * 0.5); vec4 rgbB = rgbA * 0.5 + 0.25 * (rgbB1 + rgbB2); float lumaB = dot(rgbB.rgb, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) col = vec4(rgbA.rgb, rgbA.a); else col = vec4(rgbB.rgb, rgbB.a); return col; } void main(void) { gl_FragColor = fxaa(tColor, gl_FragCoord.xy, uTexSize); } `;