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three-shaders

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three-shaders - a library of shaders included with Three.js library

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/** * @author alteredq / http://alteredqualia.com/ * @author davidedc / http://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/ */ var THREE = require('three'); function FXAAShader() { return { uniforms: { tDiffuse: { value: null }, resolution: { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } }, vertexShader: ` void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } `, fragmentShader: ` uniform sampler2D tDiffuse; uniform vec2 resolution; #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; 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; vec4 rgbA = (1.0/2.0) * ( texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (1.0/3.0 - 0.5)) + texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (2.0/3.0 - 0.5))); vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (0.0/3.0 - 0.5)) + texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (3.0/3.0 - 0.5))); float lumaB = dot(rgbB, vec4(luma, 0.0)); if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) { gl_FragColor = rgbA; } else { gl_FragColor = rgbB; } } ` } }; module.exports = FXAAShader;