playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
123 lines (99 loc) • 4.53 kB
JavaScript
// --------------- POST EFFECT DEFINITION --------------- //
/**
* @class
* @name FxaaEffect
* @classdesc Implements the FXAA post effect by NVIDIA (WebGL2 only).
* @description Creates new instance of the post effect.
* @augments PostEffect
* @param {GraphicsDevice} graphicsDevice - The graphics device of the application.
*/
class FxaaEffect extends pc.PostEffect {
constructor(graphicsDevice) {
super(graphicsDevice);
// Shaders
const fxaaFrag = /* glsl */`
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()
{
vec2 fragCoord = gl_FragCoord.xy * uResolution;
// Sample center pixel
vec4 rgbaM = texture2D(uColorBuffer, fragCoord);
vec3 rgbM = rgbaM.rgb;
float opacity = rgbaM.a;
// Sample the 4 neighboring pixels using textureOffset (WebGL2)
vec3 rgbNW = textureOffset(uColorBuffer, fragCoord, ivec2(-1, -1)).rgb;
vec3 rgbNE = textureOffset(uColorBuffer, fragCoord, ivec2( 1, -1)).rgb;
vec3 rgbSW = textureOffset(uColorBuffer, fragCoord, ivec2(-1, 1)).rgb;
vec3 rgbSE = textureOffset(uColorBuffer, fragCoord, ivec2( 1, 1)).rgb;
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), max(vec2(-FXAA_SPAN_MAX), dir * rcpDirMin)) * uResolution;
vec3 rgbA = 0.5 * (
texture2D(uColorBuffer, fragCoord + dir * (1.0 / 3.0 - 0.5)).rgb +
texture2D(uColorBuffer, fragCoord + dir * (2.0 / 3.0 - 0.5)).rgb);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(uColorBuffer, fragCoord + dir * -0.5).rgb +
texture2D(uColorBuffer, fragCoord + dir * 0.5).rgb);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
{
gl_FragColor = vec4(rgbA, opacity);
}
else
{
gl_FragColor = vec4(rgbB, opacity);
}
}
`;
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);
}
render(inputTarget, outputTarget, rect) {
const device = this.device;
const 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);
});
};