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HuangJiPC / public / static / three / examples / js / shaders / FXAAShader.js
@zhangdeliang zhangdeliang on 21 Jun 8 KB update
( function () {

	/**
 * NVIDIA FXAA by Timothy Lottes
 * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
 * - WebGL port by @supereggbert
 * http://www.glge.org/demos/fxaa/
 * Further improved by Daniel Sturk
 */

	const FXAAShader = {
		uniforms: {
			'tDiffuse': {
				value: null
			},
			'resolution': {
				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
			}
		},
		vertexShader:
  /* glsl */
  `

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
		fragmentShader: `
	precision highp float;

	uniform sampler2D tDiffuse;

	uniform vec2 resolution;

	varying vec2 vUv;

	// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)

	//----------------------------------------------------------------------------------
	// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
	// SDK Version: v3.00
	// Email:       gameworks@nvidia.com
	// Site:        http://developer.nvidia.com/
	//
	// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
	//
	// Redistribution and use in source and binary forms, with or without
	// modification, are permitted provided that the following conditions
	// are met:
	//  * Redistributions of source code must retain the above copyright
	//    notice, this list of conditions and the following disclaimer.
	//  * Redistributions in binary form must reproduce the above copyright
	//    notice, this list of conditions and the following disclaimer in the
	//    documentation and/or other materials provided with the distribution.
	//  * Neither the name of NVIDIA CORPORATION nor the names of its
	//    contributors may be used to endorse or promote products derived
	//    from this software without specific prior written permission.
	//
	// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
	// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
	// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
	// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
	// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
	// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
	// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
	// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
	// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
	// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
	// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
	//
	//----------------------------------------------------------------------------------

	#ifndef FXAA_DISCARD
			//
			// Only valid for PC OpenGL currently.
			// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
			//
			// 1 = Use discard on pixels which don't need AA.
			//     For APIs which enable concurrent TEX+ROP from same surface.
			// 0 = Return unchanged color on pixels which don't need AA.
			//
			#define FXAA_DISCARD 0
	#endif

	/*--------------------------------------------------------------------------*/
	#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
	#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
	/*--------------------------------------------------------------------------*/

	#define NUM_SAMPLES 5

	// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
	float contrast( vec4 a, vec4 b ) {
			vec4 diff = abs( a - b );
			return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
	}

	/*============================================================================

									FXAA3 QUALITY - PC

	============================================================================*/

	/*--------------------------------------------------------------------------*/
	vec4 FxaaPixelShader(
			vec2 posM,
			sampler2D tex,
			vec2 fxaaQualityRcpFrame,
			float fxaaQualityEdgeThreshold,
			float fxaaQualityinvEdgeThreshold
	) {
			vec4 rgbaM = FxaaTexTop(tex, posM);
			vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
			vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
			vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
			vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
			// . S .
			// W M E
			// . N .

			bool earlyExit = max( max( max(
					contrast( rgbaM, rgbaN ),
					contrast( rgbaM, rgbaS ) ),
					contrast( rgbaM, rgbaE ) ),
					contrast( rgbaM, rgbaW ) )
					< fxaaQualityEdgeThreshold;
			// . 0 .
			// 0 0 0
			// . 0 .

			#if (FXAA_DISCARD == 1)
					if(earlyExit) FxaaDiscard;
			#else
					if(earlyExit) return rgbaM;
			#endif

			float contrastN = contrast( rgbaM, rgbaN );
			float contrastS = contrast( rgbaM, rgbaS );
			float contrastE = contrast( rgbaM, rgbaE );
			float contrastW = contrast( rgbaM, rgbaW );

			float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
			relativeVContrast *= fxaaQualityinvEdgeThreshold;

			bool horzSpan = relativeVContrast > 0.;
			// . 1 .
			// 0 0 0
			// . 1 .

			// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
			if( abs( relativeVContrast ) < .3 ) {
					// locate the edge
					vec2 dirToEdge;
					dirToEdge.x = contrastE > contrastW ? 1. : -1.;
					dirToEdge.y = contrastS > contrastN ? 1. : -1.;
					// . 2 .      . 1 .
					// 1 0 2  ~=  0 0 1
					// . 1 .      . 0 .

					// tap 2 pixels and see which ones are "outside" the edge, to
					// determine if the edge is vertical or horizontal

					vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
					float matchAlongH = contrast( rgbaM, rgbaAlongH );
					// . 1 .
					// 0 0 1
					// . 0 H

					vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
					float matchAlongV = contrast( rgbaM, rgbaAlongV );
					// V 1 .
					// 0 0 1
					// . 0 .

					relativeVContrast = matchAlongV - matchAlongH;
					relativeVContrast *= fxaaQualityinvEdgeThreshold;

					if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
							// 1 1 .
							// 0 0 1
							// . 0 1

							// do a simple blur
							return mix(
									rgbaM,
									(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
									.4
							);
					}

					horzSpan = relativeVContrast > 0.;
			}

			if(!horzSpan) rgbaN = rgbaW;
			if(!horzSpan) rgbaS = rgbaE;
			// . 0 .      1
			// 1 0 1  ->  0
			// . 0 .      1

			bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
			if(!pairN) rgbaN = rgbaS;

			vec2 offNP;
			offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
			offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;

			bool doneN = false;
			bool doneP = false;

			float nDist = 0.;
			float pDist = 0.;

			vec2 posN = posM;
			vec2 posP = posM;

			int iterationsUsed = 0;
			int iterationsUsedN = 0;
			int iterationsUsedP = 0;
			for( int i = 0; i < NUM_SAMPLES; i++ ) {
					iterationsUsed = i;

					float increment = float(i + 1);

					if(!doneN) {
							nDist += increment;
							posN = posM + offNP * nDist;
							vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
							doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
							iterationsUsedN = i;
					}

					if(!doneP) {
							pDist += increment;
							posP = posM - offNP * pDist;
							vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
							doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
							iterationsUsedP = i;
					}

					if(doneN || doneP) break;
			}


			if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge

			float dist = min(
					doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
					doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
			);

			// hacky way of reduces blurriness of mostly diagonal edges
			// but reduces AA quality
			dist = pow(dist, .5);

			dist = 1. - dist;

			return mix(
					rgbaM,
					rgbaN,
					dist * .5
			);
	}

	void main() {
			const float edgeDetectionQuality = .2;
			const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;

			gl_FragColor = FxaaPixelShader(
					vUv,
					tDiffuse,
					resolution,
					edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
					invEdgeDetectionQuality
			);

	}
	`
	};

	THREE.FXAAShader = FXAAShader;

} )();