123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 |
- 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);
- }
- `;
|