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- export const fxaa_frag = `
- precision highp float;
- precision highp int;
- precision highp sampler2D;
- uniform sampler2D tColor;
- uniform vec2 uTexSizeInv;
- // adapted from https://github.com/kosua20/Rendu
- // MIT License Copyright (c) 2017 Simon Rodriguez
- #define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))
- float rgb2luma(vec3 rgb){
- return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114)));
- }
- float sampleLuma(vec2 uv) {
- return rgb2luma(texture2D(tColor, uv).rgb);
- }
- float sampleLuma(vec2 uv, float uOffset, float vOffset) {
- uv += uTexSizeInv * vec2(uOffset, vOffset);
- return sampleLuma(uv);
- }
- void main(void) {
- vec2 coords = gl_FragCoord.xy * uTexSizeInv;
- vec2 inverseScreenSize = uTexSizeInv;
- vec4 colorCenter = texture2D(tColor, coords);
- // Luma at the current fragment
- float lumaCenter = rgb2luma(colorCenter.rgb);
- // Luma at the four direct neighbours of the current fragment.
- float lumaDown = sampleLuma(coords, 0.0, -1.0);
- float lumaUp = sampleLuma(coords, 0.0, 1.0);
- float lumaLeft = sampleLuma(coords, -1.0, 0.0);
- float lumaRight = sampleLuma(coords, 1.0, 0.0);
- // Find the maximum and minimum luma around the current fragment.
- float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
- float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
- // Compute the delta.
- float lumaRange = lumaMax - lumaMin;
- // If the luma variation is lower that a threshold (or if we are in a really dark area),
- // we are not on an edge, don't perform any AA.
- if (lumaRange < max(dEdgeThresholdMin, lumaMax * dEdgeThresholdMax)) {
- gl_FragColor = colorCenter;
- return;
- }
- // Query the 4 remaining corners lumas.
- float lumaDownLeft = sampleLuma(coords, -1.0, -1.0);
- float lumaUpRight = sampleLuma(coords, 1.0, 1.0);
- float lumaUpLeft = sampleLuma(coords, -1.0, 1.0);
- float lumaDownRight = sampleLuma(coords, 1.0, -1.0);
- // Combine the four edges lumas (using intermediary variables for future computations
- // with the same values).
- float lumaDownUp = lumaDown + lumaUp;
- float lumaLeftRight = lumaLeft + lumaRight;
- // Same for corners
- float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
- float lumaDownCorners = lumaDownLeft + lumaDownRight;
- float lumaRightCorners = lumaDownRight + lumaUpRight;
- float lumaUpCorners = lumaUpRight + lumaUpLeft;
- // Compute an estimation of the gradient along the horizontal and vertical axis.
- float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners);
- float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners);
- // Is the local edge horizontal or vertical ?
- bool isHorizontal = (edgeHorizontal >= edgeVertical);
- // Choose the step size (one pixel) accordingly.
- float stepLength = isHorizontal ? inverseScreenSize.y : inverseScreenSize.x;
- // Select the two neighboring texels lumas in the opposite direction to the local edge.
- float luma1 = isHorizontal ? lumaDown : lumaLeft;
- float luma2 = isHorizontal ? lumaUp : lumaRight;
- // Compute gradients in this direction.
- float gradient1 = luma1 - lumaCenter;
- float gradient2 = luma2 - lumaCenter;
- // Which direction is the steepest ?
- bool is1Steepest = abs(gradient1) >= abs(gradient2);
- // Gradient in the corresponding direction, normalized.
- float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
- // Average luma in the correct direction.
- float lumaLocalAverage = 0.0;
- if(is1Steepest){
- // Switch the direction
- stepLength = -stepLength;
- lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
- } else {
- lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
- }
- // Shift UV in the correct direction by half a pixel.
- vec2 currentUv = coords;
- if(isHorizontal){
- currentUv.y += stepLength * 0.5;
- } else {
- currentUv.x += stepLength * 0.5;
- }
- // Compute offset (for each iteration step) in the right direction.
- vec2 offset = isHorizontal ? vec2(inverseScreenSize.x, 0.0) : vec2(0.0, inverseScreenSize.y);
- // Compute UVs to explore on each side of the edge, orthogonally.
- // The QUALITY allows us to step faster.
- vec2 uv1 = currentUv - offset * QUALITY(0);
- vec2 uv2 = currentUv + offset * QUALITY(0);
- // Read the lumas at both current extremities of the exploration segment,
- // and compute the delta wrt to the local average luma.
- float lumaEnd1 = sampleLuma(uv1);
- float lumaEnd2 = sampleLuma(uv2);
- lumaEnd1 -= lumaLocalAverage;
- lumaEnd2 -= lumaLocalAverage;
- // If the luma deltas at the current extremities is larger than the local gradient,
- // we have reached the side of the edge.
- bool reached1 = abs(lumaEnd1) >= gradientScaled;
- bool reached2 = abs(lumaEnd2) >= gradientScaled;
- bool reachedBoth = reached1 && reached2;
- // If the side is not reached, we continue to explore in this direction.
- if(!reached1){
- uv1 -= offset * QUALITY(1);
- }
- if(!reached2){
- uv2 += offset * QUALITY(1);
- }
- // If both sides have not been reached, continue to explore.
- if(!reachedBoth){
- for(int i = 2; i < dIterations; i++){
- // If needed, read luma in 1st direction, compute delta.
- if(!reached1){
- lumaEnd1 = sampleLuma(uv1);
- lumaEnd1 = lumaEnd1 - lumaLocalAverage;
- }
- // If needed, read luma in opposite direction, compute delta.
- if(!reached2){
- lumaEnd2 = sampleLuma(uv2);
- lumaEnd2 = lumaEnd2 - lumaLocalAverage;
- }
- // If the luma deltas at the current extremities is larger than the local gradient,
- // we have reached the side of the edge.
- reached1 = abs(lumaEnd1) >= gradientScaled;
- reached2 = abs(lumaEnd2) >= gradientScaled;
- reachedBoth = reached1 && reached2;
- // If the side is not reached, we continue to explore in this direction,
- // with a variable quality.
- if(!reached1){
- uv1 -= offset * QUALITY(i);
- }
- if(!reached2){
- uv2 += offset * QUALITY(i);
- }
- // If both sides have been reached, stop the exploration.
- if(reachedBoth){
- break;
- }
- }
- }
- // Compute the distances to each side edge of the edge (!).
- float distance1 = isHorizontal ? (coords.x - uv1.x) : (coords.y - uv1.y);
- float distance2 = isHorizontal ? (uv2.x - coords.x) : (uv2.y - coords.y);
- // In which direction is the side of the edge closer ?
- bool isDirection1 = distance1 < distance2;
- float distanceFinal = min(distance1, distance2);
- // Thickness of the edge.
- float edgeThickness = (distance1 + distance2);
- // Is the luma at center smaller than the local average ?
- bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
- // If the luma at center is smaller than at its neighbour,
- // the delta luma at each end should be positive (same variation).
- bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
- bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;
- // Only keep the result in the direction of the closer side of the edge.
- bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2;
- // UV offset: read in the direction of the closest side of the edge.
- float pixelOffset = - distanceFinal / edgeThickness + 0.5;
- // If the luma variation is incorrect, do not offset.
- float finalOffset = correctVariation ? pixelOffset : 0.0;
- // Sub-pixel shifting
- // Full weighted average of the luma over the 3x3 neighborhood.
- float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
- // Ratio of the delta between the global average and the center luma,
- // over the luma range in the 3x3 neighborhood.
- float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
- float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
- // Compute a sub-pixel offset based on this delta.
- float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * float(dSubpixelQuality);
- // Pick the biggest of the two offsets.
- finalOffset = max(finalOffset, subPixelOffsetFinal);
- // Compute the final UV coordinates.
- vec2 finalUv = coords;
- if(isHorizontal){
- finalUv.y += finalOffset * stepLength;
- } else {
- finalUv.x += finalOffset * stepLength;
- }
- // Read the color at the new UV coordinates, and use it.
- gl_FragColor = texture2D(tColor, finalUv);
- }
- `;
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