speck-renderer
Version:
Browser-based WebGL molecule renderer with the goal of producing figures that are as attractive as they are practical.
70 lines (50 loc) • 2.12 kB
JavaScript
const fxaaShader = `\
#version 100
precision highp float;
attribute vec3 aPosition;
void main() {
gl_Position = vec4(aPosition, 1);
}
// __split__
#version 100
precision highp float;
uniform sampler2D uTexture;
uniform float uRes;
void main() {
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = 1.0/128.0;
vec2 texCoords = gl_FragCoord.xy/uRes;
vec4 rgbNW = texture2D(uTexture, texCoords + (vec2(-1.0, -1.0) / uRes));
vec4 rgbNE = texture2D(uTexture, texCoords + (vec2(1.0, -1.0) / uRes));
vec4 rgbSW = texture2D(uTexture, texCoords + (vec2(-1.0, 1.0) / uRes));
vec4 rgbSE = texture2D(uTexture, texCoords + (vec2(1.0, 1.0) / uRes));
vec4 rgbM = texture2D(uTexture, texCoords);
vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);
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)) / uRes;
vec4 rgbA = (1.0/2.0) *
(texture2D(uTexture, texCoords.xy + dir * (1.0/3.0 - 0.5)) +
texture2D(uTexture, texCoords.xy + dir * (2.0/3.0 - 0.5)));
vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) *
(texture2D(uTexture, texCoords.xy + dir * (0.0/3.0 - 0.5)) +
texture2D(uTexture, texCoords.xy + dir * (3.0/3.0 - 0.5)));
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
gl_FragColor = rgbA;
} else {
gl_FragColor = rgbB;
}
}`
export default fxaaShader;