three-shaders
Version:
three-shaders - a library of shaders included with Three.js library
96 lines (67 loc) • 2.78 kB
JavaScript
/**
* @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;