playcanvas
Version:
PlayCanvas WebGL game engine
122 lines (110 loc) • 4.94 kB
JavaScript
// --------------- POST EFFECT DEFINITION --------------- //
/**
* @class
* @name FxaaEffect
* @classdesc Implements the FXAA post effect by NVIDIA.
* @description Creates new instance of the post effect.
* @augments PostEffect
* @param {GraphicsDevice} graphicsDevice - The graphics device of the application.
*/
function FxaaEffect(graphicsDevice) {
pc.PostEffect.call(this, graphicsDevice);
// Shaders
// TODO: this shader does not use UV coordinates from vertex shader, and might render upside down on WebGPU. Needs to be fixed.
var fxaaFrag = [
'uniform sampler2D uColorBuffer;',
'uniform vec2 uResolution;',
'',
'#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( uColorBuffer, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * uResolution ).xyz;',
' vec3 rgbNE = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * uResolution ).xyz;',
' vec3 rgbSW = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * uResolution ).xyz;',
' vec3 rgbSE = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * uResolution ).xyz;',
' vec4 rgbaM = texture2D( uColorBuffer, gl_FragCoord.xy * uResolution );',
' 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)) * uResolution;',
'',
' vec3 rgbA = 0.5 * (',
' texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +',
' texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );',
'',
' vec3 rgbB = rgbA * 0.5 + 0.25 * (',
' texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * -0.5 ).xyz +',
' texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + 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');
this.fxaaShader = pc.ShaderUtils.createShader(graphicsDevice, {
uniqueName: 'FxaaShader',
attributes: { aPosition: pc.SEMANTIC_POSITION },
vertexGLSL: pc.PostEffect.quadVertexShader,
fragmentGLSL: fxaaFrag
});
// Uniforms
this.resolution = new Float32Array(2);
}
FxaaEffect.prototype = Object.create(pc.PostEffect.prototype);
FxaaEffect.prototype.constructor = FxaaEffect;
Object.assign(FxaaEffect.prototype, {
render: function (inputTarget, outputTarget, rect) {
var device = this.device;
var scope = device.scope;
this.resolution[0] = 1 / inputTarget.width;
this.resolution[1] = 1 / inputTarget.height;
scope.resolve('uResolution').setValue(this.resolution);
scope.resolve('uColorBuffer').setValue(inputTarget.colorBuffer);
this.drawQuad(outputTarget, this.fxaaShader, rect);
}
});
// ----------------- SCRIPT DEFINITION ------------------ //
var Fxaa = pc.createScript('fxaa');
// initialize code called once per entity
Fxaa.prototype.initialize = function () {
this.effect = new FxaaEffect(this.app.graphicsDevice);
var queue = this.entity.camera.postEffects;
queue.addEffect(this.effect);
this.on('state', function (enabled) {
if (enabled) {
queue.addEffect(this.effect);
} else {
queue.removeEffect(this.effect);
}
});
this.on('destroy', function () {
queue.removeEffect(this.effect);
});
};