fxaa.frag.ts 4.3 KB

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  1. export default `
  2. precision highp float;
  3. precision highp int;
  4. precision highp sampler2D;
  5. uniform sampler2D tColor;
  6. uniform vec2 uTexSize;
  7. // Basic FXAA implementation based on the code on geeks3d.com with the
  8. // modification that the texture2DLod stuff was removed since it's
  9. // unsupported by WebGL.
  10. // --
  11. // From:
  12. // https://github.com/mitsuhiko/webgl-meincraft
  13. // Copyright (c) 2011 by Armin Ronacher.
  14. // Some rights reserved.
  15. // Redistribution and use in source and binary forms, with or without
  16. // modification, are permitted provided that the following conditions are
  17. // met:
  18. // * Redistributions of source code must retain the above copyright
  19. // notice, this list of conditions and the following disclaimer.
  20. // * Redistributions in binary form must reproduce the above
  21. // copyright notice, this list of conditions and the following
  22. // disclaimer in the documentation and/or other materials provided
  23. // with the distribution.
  24. // * The names of the contributors may not be used to endorse or
  25. // promote products derived from this software without specific
  26. // prior written permission.
  27. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  28. // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  29. // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  30. // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  31. // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  32. // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  33. // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  34. // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  35. // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  36. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  37. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  38. // */
  39. #ifndef FXAA_REDUCE_MIN
  40. #define FXAA_REDUCE_MIN (1.0/ 128.0)
  41. #endif
  42. #ifndef FXAA_REDUCE_MUL
  43. #define FXAA_REDUCE_MUL (1.0 / 8.0)
  44. #endif
  45. #ifndef FXAA_SPAN_MAX
  46. #define FXAA_SPAN_MAX 8.0
  47. #endif
  48. vec4 fxaa(sampler2D tex, const in vec2 fragCoord, const in vec2 resolution) {
  49. vec2 inverseVP = 1.0 / resolution;
  50. vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
  51. vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
  52. vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
  53. vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
  54. vec2 v_rgbM = vec2(fragCoord * inverseVP);
  55. vec4 col = vec4(0.0);
  56. vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
  57. vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
  58. vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
  59. vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
  60. vec4 texColor = texture2D(tex, v_rgbM);
  61. vec3 rgbM = texColor.xyz;
  62. vec3 luma = vec3(0.299, 0.587, 0.114);
  63. float lumaNW = dot(rgbNW, luma);
  64. float lumaNE = dot(rgbNE, luma);
  65. float lumaSW = dot(rgbSW, luma);
  66. float lumaSE = dot(rgbSE, luma);
  67. float lumaM = dot(rgbM, luma);
  68. float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  69. float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
  70. vec2 dir;
  71. dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  72. dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
  73. float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
  74. (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
  75. float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
  76. dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
  77. max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  78. dir * rcpDirMin)) * inverseVP;
  79. vec4 rgbA1 = texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5));
  80. vec4 rgbA2 = texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5));
  81. vec4 rgbA = 0.5 * (rgbA1 + rgbA2);
  82. vec4 rgbB1 = texture2D(tex, fragCoord * inverseVP + dir * -0.5);
  83. vec4 rgbB2 = texture2D(tex, fragCoord * inverseVP + dir * 0.5);
  84. vec4 rgbB = rgbA * 0.5 + 0.25 * (rgbB1 + rgbB2);
  85. float lumaB = dot(rgbB.rgb, luma);
  86. if ((lumaB < lumaMin) || (lumaB > lumaMax))
  87. col = vec4(rgbA.rgb, rgbA.a);
  88. else
  89. col = vec4(rgbB.rgb, rgbB.a);
  90. return col;
  91. }
  92. void main(void) {
  93. gl_FragColor = fxaa(tColor, gl_FragCoord.xy, uTexSize);
  94. }
  95. `;