threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
101 lines (68 loc) • 3.01 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/
*/
THREE.FXAAShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec2 resolution;",
"varying vec2 vUv;",
"#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;",
"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)) * resolution;",
"vec3 rgbA = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz;",
"rgbA += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz;",
"rgbA *= 0.5;",
"vec3 rgbB = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz;",
"rgbB += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz;",
"rgbB *= 0.25;",
"rgbB += rgbA * 0.5;",
"float lumaB = dot( rgbB, luma );",
"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
"gl_FragColor = vec4( rgbA, opacity );",
"} else {",
"gl_FragColor = vec4( rgbB, opacity );",
"}",
"}"
].join("\n")
};