topical media & game development

talk show tell print

mobile-query-three-vendor-three.js-shaders-FXAAShader.js / js



  

author: alteredq / alteredqualia.com/
author: davidedc / 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/

  
  
  THREE.FXAAShader = {
  
          uniforms: {
  
                  "tDiffuse":   { type: "t", value: null },
                  "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 )  }
  
          },
  
          vertexShader: [
  
                  "varying vec2 vUv;",
  
                  "void main() {",
  
                          "vUv = uv;",
                          "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
                  "}"
  
          ].join("\n"),
  
          fragmentShader: [
  
                  "uniform sampler2D tDiffuse;",
                  "uniform vec2 resolution;",
  
                  "varying vec2 vUv;",
  
                  "#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;",
                          "float opacity  = rgbaM.w;",
  
                          "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;",
  
                          "vec3 rgbA = 0.5 * (",
                                  "texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
                                  "texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
  
                          "vec3 rgbB = rgbA * 0.5 + 0.25 * (",
                                  "texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * -0.5 ).xyz +",
                                  "texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * 0.5 ).xyz );",
  
                          "float lumaB = dot( rgbB, luma );",
  
                          "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
  
                                  "gl_FragColor = vec4( rgbA, opacity );",
  
                          "} else {",
  
                                  "gl_FragColor = vec4( rgbB, opacity );",
  
                          "}",
  
                  "}"
  
          ].join("\n")
  
  };
  


(C) Æliens 04/09/2009

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.