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playcanvas

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PlayCanvas WebGL game engine

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// --------------- 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); }); };