three-stdlib 2.15.1 → 2.15.2

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Files changed (1218) hide show
  1. package/animation/AnimationClipCreator.js +32 -52
  2. package/animation/AnimationClipCreator.mjs +57 -0
  3. package/animation/CCDIKSolver.js +66 -161
  4. package/animation/CCDIKSolver.mjs +234 -0
  5. package/animation/MMDAnimationHelper.js +150 -341
  6. package/animation/MMDAnimationHelper.mjs +514 -0
  7. package/animation/MMDPhysics.js +154 -361
  8. package/animation/MMDPhysics.mjs +769 -0
  9. package/cameras/CinematicCamera.js +67 -77
  10. package/cameras/CinematicCamera.mjs +129 -0
  11. package/controls/ArcballControls.js +544 -1449
  12. package/controls/ArcballControls.mjs +1737 -0
  13. package/controls/DeviceOrientationControls.js +52 -97
  14. package/controls/DeviceOrientationControls.mjs +74 -0
  15. package/controls/DragControls.js +85 -187
  16. package/controls/DragControls.mjs +172 -0
  17. package/controls/FirstPersonControls.js +123 -193
  18. package/controls/FirstPersonControls.mjs +220 -0
  19. package/controls/FlyControls.js +82 -152
  20. package/controls/FlyControls.mjs +239 -0
  21. package/controls/OrbitControls.js +232 -481
  22. package/controls/OrbitControls.mjs +731 -0
  23. package/controls/PointerLockControls.js +63 -99
  24. package/controls/PointerLockControls.mjs +88 -0
  25. package/controls/TrackballControls.js +211 -383
  26. package/controls/TrackballControls.mjs +481 -0
  27. package/controls/TransformControls.js +575 -782
  28. package/controls/TransformControls.mjs +1068 -0
  29. package/controls/experimental/CameraControls.js +329 -609
  30. package/controls/experimental/CameraControls.mjs +673 -0
  31. package/csm/CSM.js +47 -108
  32. package/csm/CSM.mjs +244 -0
  33. package/csm/CSMFrustum.js +14 -29
  34. package/csm/CSMFrustum.mjs +75 -0
  35. package/csm/CSMHelper.js +20 -34
  36. package/csm/CSMHelper.mjs +114 -0
  37. package/csm/CSMShader.js +7 -11
  38. package/csm/CSMShader.mjs +251 -0
  39. package/curves/CurveExtras.js +73 -115
  40. package/curves/CurveExtras.mjs +224 -0
  41. package/curves/NURBSCurve.js +15 -43
  42. package/curves/NURBSCurve.mjs +35 -0
  43. package/curves/NURBSSurface.js +11 -27
  44. package/curves/NURBSSurface.mjs +28 -0
  45. package/curves/NURBSUtils.js +54 -203
  46. package/curves/NURBSUtils.mjs +226 -0
  47. package/deprecated/Geometry.js +191 -486
  48. package/deprecated/Geometry.mjs +966 -0
  49. package/effects/AnaglyphEffect.js +95 -60
  50. package/effects/AnaglyphEffect.mjs +120 -0
  51. package/effects/AsciiEffect.js +80 -110
  52. package/effects/AsciiEffect.mjs +173 -0
  53. package/effects/OutlineEffect.js +121 -204
  54. package/effects/OutlineEffect.mjs +295 -0
  55. package/effects/ParallaxBarrierEffect.js +39 -38
  56. package/effects/ParallaxBarrierEffect.mjs +64 -0
  57. package/effects/PeppersGhostEffect.js +19 -68
  58. package/effects/PeppersGhostEffect.mjs +85 -0
  59. package/effects/StereoEffect.js +12 -16
  60. package/effects/StereoEffect.mjs +32 -0
  61. package/environments/RoomEnvironment.js +52 -47
  62. package/environments/RoomEnvironment.mjs +78 -0
  63. package/exporters/ColladaExporter.js +115 -241
  64. package/exporters/ColladaExporter.mjs +299 -0
  65. package/exporters/DRACOExporter.js +67 -121
  66. package/exporters/DRACOExporter.mjs +132 -0
  67. package/exporters/GLTFExporter.js +463 -1014
  68. package/exporters/GLTFExporter.mjs +1381 -0
  69. package/exporters/MMDExporter.js +44 -102
  70. package/exporters/MMDExporter.mjs +102 -0
  71. package/exporters/OBJExporter.js +78 -140
  72. package/exporters/OBJExporter.mjs +166 -0
  73. package/exporters/PLYExporter.js +93 -154
  74. package/exporters/PLYExporter.mjs +278 -0
  75. package/exporters/STLExporter.js +30 -81
  76. package/exporters/STLExporter.mjs +129 -0
  77. package/exporters/USDZExporter.js +84 -144
  78. package/exporters/USDZExporter.mjs +328 -0
  79. package/geometries/BoxLineGeometry.js +7 -14
  80. package/geometries/BoxLineGeometry.mjs +45 -0
  81. package/geometries/ConvexGeometry.js +14 -23
  82. package/geometries/ConvexGeometry.mjs +29 -0
  83. package/geometries/DecalGeometry.js +108 -162
  84. package/geometries/DecalGeometry.mjs +184 -0
  85. package/geometries/LightningStrike.js +101 -294
  86. package/geometries/LightningStrike.mjs +547 -0
  87. package/geometries/ParametricGeometries.js +26 -76
  88. package/geometries/ParametricGeometries.mjs +129 -0
  89. package/geometries/ParametricGeometry.js +24 -48
  90. package/geometries/ParametricGeometry.mjs +63 -0
  91. package/geometries/RoundedBoxGeometry.js +33 -64
  92. package/geometries/RoundedBoxGeometry.mjs +91 -0
  93. package/geometries/TeapotGeometry.js +1434 -174
  94. package/geometries/TeapotGeometry.mjs +1557 -0
  95. package/geometries/TextGeometry.js +9 -17
  96. package/geometries/TextGeometry.mjs +23 -0
  97. package/helpers/LightProbeHelper.js +53 -21
  98. package/helpers/LightProbeHelper.mjs +72 -0
  99. package/helpers/PositionalAudioHelper.js +23 -30
  100. package/helpers/PositionalAudioHelper.mjs +68 -0
  101. package/helpers/RectAreaLightHelper.js +17 -33
  102. package/helpers/RectAreaLightHelper.mjs +44 -0
  103. package/helpers/VertexNormalsHelper.js +20 -41
  104. package/helpers/VertexNormalsHelper.mjs +54 -0
  105. package/helpers/VertexTangentsHelper.js +18 -36
  106. package/helpers/VertexTangentsHelper.mjs +45 -0
  107. package/index.js +968 -333
  108. package/index.mjs +968 -0
  109. package/interactive/SelectionBox.js +31 -46
  110. package/interactive/SelectionBox.mjs +137 -0
  111. package/interactive/SelectionHelper.js +16 -21
  112. package/interactive/SelectionHelper.mjs +54 -0
  113. package/libs/MeshoptDecoder.js +147 -58
  114. package/libs/MeshoptDecoder.mjs +210 -0
  115. package/libs/MotionControllers.js +66 -208
  116. package/libs/MotionControllers.mjs +261 -0
  117. package/lights/LightProbeGenerator.js +40 -96
  118. package/lights/LightProbeGenerator.mjs +145 -0
  119. package/lights/RectAreaLightUniformsLib.js +32842 -9
  120. package/lights/RectAreaLightUniformsLib.mjs +32842 -0
  121. package/lines/Line2.js +9 -12
  122. package/lines/Line2.mjs +13 -0
  123. package/lines/LineGeometry.js +7 -19
  124. package/lines/LineGeometry.mjs +44 -0
  125. package/lines/LineMaterial.js +51 -89
  126. package/lines/LineMaterial.mjs +539 -0
  127. package/lines/LineSegments2.js +56 -165
  128. package/lines/LineSegments2.mjs +202 -0
  129. package/lines/LineSegmentsGeometry.js +29 -71
  130. package/lines/LineSegmentsGeometry.mjs +124 -0
  131. package/lines/Wireframe.js +15 -29
  132. package/lines/Wireframe.mjs +31 -0
  133. package/lines/WireframeGeometry2.js +8 -9
  134. package/lines/WireframeGeometry2.mjs +13 -0
  135. package/loaders/3DMLoader.js +234 -469
  136. package/loaders/3DMLoader.mjs +802 -0
  137. package/loaders/3MFLoader.js +340 -555
  138. package/loaders/3MFLoader.mjs +837 -0
  139. package/loaders/AMFLoader.js +114 -219
  140. package/loaders/AMFLoader.mjs +284 -0
  141. package/loaders/AssimpLoader.js +328 -725
  142. package/loaders/AssimpLoader.mjs +1396 -0
  143. package/loaders/BVHLoader.js +94 -200
  144. package/loaders/BVHLoader.mjs +207 -0
  145. package/loaders/BasisTextureLoader.js +229 -357
  146. package/loaders/BasisTextureLoader.mjs +474 -0
  147. package/loaders/ColladaLoader.js +932 -1522
  148. package/loaders/ColladaLoader.mjs +2403 -0
  149. package/loaders/DDSLoader.js +42 -108
  150. package/loaders/DDSLoader.mjs +148 -0
  151. package/loaders/DRACOLoader.js +103 -210
  152. package/loaders/DRACOLoader.mjs +340 -0
  153. package/loaders/EXRLoader.js +461 -809
  154. package/loaders/EXRLoader.mjs +1351 -0
  155. package/loaders/FBXLoader.js +842 -1397
  156. package/loaders/FBXLoader.mjs +2362 -0
  157. package/loaders/FontLoader.js +33 -66
  158. package/loaders/FontLoader.mjs +111 -0
  159. package/loaders/GCodeLoader.js +63 -111
  160. package/loaders/GCodeLoader.mjs +141 -0
  161. package/loaders/GLTFLoader.js +771 -1484
  162. package/loaders/GLTFLoader.mjs +2316 -0
  163. package/loaders/HDRCubeTextureLoader.js +45 -50
  164. package/loaders/HDRCubeTextureLoader.mjs +77 -0
  165. package/loaders/KMZLoader.js +42 -55
  166. package/loaders/KMZLoader.mjs +75 -0
  167. package/loaders/KTX2Loader.js +229 -362
  168. package/loaders/KTX2Loader.mjs +427 -0
  169. package/loaders/KTXLoader.js +37 -99
  170. package/loaders/KTXLoader.mjs +87 -0
  171. package/loaders/LDrawLoader.js +313 -746
  172. package/loaders/LDrawLoader.mjs +1409 -0
  173. package/loaders/LUT3dlLoader.js +50 -62
  174. package/loaders/LUT3dlLoader.mjs +100 -0
  175. package/loaders/LUTCubeLoader.js +45 -56
  176. package/loaders/LUTCubeLoader.mjs +104 -0
  177. package/loaders/LWOLoader.js +227 -339
  178. package/loaders/LWOLoader.mjs +625 -0
  179. package/loaders/LottieLoader.js +36 -38
  180. package/loaders/LottieLoader.mjs +47 -0
  181. package/loaders/MD2Loader.js +248 -91
  182. package/loaders/MD2Loader.mjs +359 -0
  183. package/loaders/MDDLoader.js +25 -45
  184. package/loaders/MDDLoader.mjs +58 -0
  185. package/loaders/MMDLoader.js +359 -795
  186. package/loaders/MMDLoader.mjs +998 -0
  187. package/loaders/MTLLoader.js +91 -201
  188. package/loaders/MTLLoader.mjs +280 -0
  189. package/loaders/NRRDLoader.js +182 -263
  190. package/loaders/NRRDLoader.mjs +401 -0
  191. package/loaders/NodeMaterialLoader.js +121 -14
  192. package/loaders/NodeMaterialLoader.mjs +146 -0
  193. package/loaders/OBJLoader.js +161 -283
  194. package/loaders/OBJLoader.mjs +487 -0
  195. package/loaders/PCDLoader.js +145 -164
  196. package/loaders/PCDLoader.mjs +248 -0
  197. package/loaders/PDBLoader.js +45 -63
  198. package/loaders/PDBLoader.mjs +246 -0
  199. package/loaders/PLYLoader.js +106 -203
  200. package/loaders/PLYLoader.mjs +317 -0
  201. package/loaders/PRWMLoader.js +73 -110
  202. package/loaders/PRWMLoader.mjs +160 -0
  203. package/loaders/PVRLoader.js +32 -93
  204. package/loaders/PVRLoader.mjs +131 -0
  205. package/loaders/RGBELoader.js +96 -233
  206. package/loaders/RGBELoader.mjs +244 -0
  207. package/loaders/RGBMLoader.js +344 -514
  208. package/loaders/RGBMLoader.mjs +998 -0
  209. package/loaders/STLLoader.js +59 -165
  210. package/loaders/STLLoader.mjs +190 -0
  211. package/loaders/SVGLoader.js +481 -851
  212. package/loaders/SVGLoader.mjs +1709 -0
  213. package/loaders/TDSLoader.js +137 -527
  214. package/loaders/TDSLoader.mjs +480 -0
  215. package/loaders/TGALoader.js +94 -205
  216. package/loaders/TGALoader.mjs +285 -0
  217. package/loaders/TTFLoader.js +58 -79
  218. package/loaders/TTFLoader.mjs +131 -0
  219. package/loaders/TiltLoader.js +129 -167
  220. package/loaders/TiltLoader.mjs +373 -0
  221. package/loaders/VOXLoader.js +320 -84
  222. package/loaders/VOXLoader.mjs +431 -0
  223. package/loaders/VRMLLoader.js +786 -1268
  224. package/loaders/VRMLLoader.mjs +2093 -0
  225. package/loaders/VRMLoader.js +23 -31
  226. package/loaders/VRMLoader.mjs +38 -0
  227. package/loaders/VTKLoader.js +219 -407
  228. package/loaders/VTKLoader.mjs +646 -0
  229. package/loaders/XLoader.js +1083 -1259
  230. package/loaders/XLoader.mjs +1258 -0
  231. package/loaders/XYZLoader.js +28 -34
  232. package/loaders/XYZLoader.mjs +60 -0
  233. package/loaders/lwo/IFFParser.js +238 -492
  234. package/loaders/lwo/IFFParser.mjs +697 -0
  235. package/loaders/lwo/LWO2Parser.js +176 -279
  236. package/loaders/lwo/LWO2Parser.mjs +327 -0
  237. package/loaders/lwo/LWO3Parser.js +160 -247
  238. package/loaders/lwo/LWO3Parser.mjs +298 -0
  239. package/math/Capsule.js +56 -43
  240. package/math/Capsule.mjs +100 -0
  241. package/math/ColorConverter.js +18 -32
  242. package/math/ColorConverter.mjs +51 -0
  243. package/math/ConvexHull.js +97 -357
  244. package/math/ConvexHull.mjs +574 -0
  245. package/math/ImprovedNoise.js +282 -32
  246. package/math/ImprovedNoise.mjs +302 -0
  247. package/math/Lut.js +51 -35
  248. package/math/Lut.mjs +135 -0
  249. package/math/MeshSurfaceSampler.js +25 -68
  250. package/math/MeshSurfaceSampler.mjs +107 -0
  251. package/math/OBB.js +91 -152
  252. package/math/OBB.mjs +235 -0
  253. package/math/Octree.js +76 -139
  254. package/math/Octree.mjs +278 -0
  255. package/math/SimplexNoise.js +217 -238
  256. package/math/SimplexNoise.mjs +425 -0
  257. package/misc/ConvexObjectBreaker.js +79 -185
  258. package/misc/ConvexObjectBreaker.mjs +292 -0
  259. package/misc/GPUComputationRenderer.js +69 -194
  260. package/misc/GPUComputationRenderer.mjs +171 -0
  261. package/misc/Gyroscope.js +16 -22
  262. package/misc/Gyroscope.mjs +35 -0
  263. package/misc/MD2Character.js +52 -74
  264. package/misc/MD2Character.mjs +162 -0
  265. package/misc/MD2CharacterComplex.js +112 -163
  266. package/misc/MD2CharacterComplex.mjs +328 -0
  267. package/misc/MorphAnimMesh.js +20 -28
  268. package/misc/MorphAnimMesh.mjs +40 -0
  269. package/misc/MorphBlendMesh.js +45 -69
  270. package/misc/MorphBlendMesh.mjs +179 -0
  271. package/misc/ProgressiveLightmap.js +70 -187
  272. package/misc/ProgressiveLightmap.mjs +166 -0
  273. package/misc/RollerCoaster.js +106 -135
  274. package/misc/RollerCoaster.mjs +346 -0
  275. package/misc/TubePainter.js +74 -92
  276. package/misc/TubePainter.mjs +123 -0
  277. package/misc/Volume.js +108 -270
  278. package/misc/Volume.mjs +244 -0
  279. package/misc/VolumeSlice.js +34 -122
  280. package/misc/VolumeSlice.mjs +106 -0
  281. package/misc/WebGL.js +37 -34
  282. package/misc/WebGL.mjs +74 -0
  283. package/modifiers/CurveModifier.js +46 -151
  284. package/modifiers/CurveModifier.mjs +182 -0
  285. package/modifiers/EdgeSplitModifier.js +46 -90
  286. package/modifiers/EdgeSplitModifier.mjs +162 -0
  287. package/modifiers/SimplifyModifier.js +77 -202
  288. package/modifiers/SimplifyModifier.mjs +282 -0
  289. package/modifiers/TessellateModifier.js +65 -90
  290. package/modifiers/TessellateModifier.mjs +206 -0
  291. package/nodes/Nodes.js +274 -140
  292. package/nodes/Nodes.mjs +400 -0
  293. package/nodes/ShaderNode.js +296 -196
  294. package/nodes/ShaderNode.mjs +408 -0
  295. package/nodes/accessors/BufferNode.js +4 -8
  296. package/nodes/accessors/BufferNode.mjs +15 -0
  297. package/nodes/accessors/CameraNode.js +20 -25
  298. package/nodes/accessors/CameraNode.mjs +44 -0
  299. package/nodes/accessors/CubeTextureNode.js +14 -26
  300. package/nodes/accessors/CubeTextureNode.mjs +42 -0
  301. package/nodes/accessors/MaterialNode.js +43 -53
  302. package/nodes/accessors/MaterialNode.mjs +71 -0
  303. package/nodes/accessors/MaterialReferenceNode.js +3 -6
  304. package/nodes/accessors/MaterialReferenceNode.mjs +14 -0
  305. package/nodes/accessors/ModelNode.js +3 -5
  306. package/nodes/accessors/ModelNode.mjs +9 -0
  307. package/nodes/accessors/ModelViewProjectionNode.js +14 -13
  308. package/nodes/accessors/ModelViewProjectionNode.mjs +24 -0
  309. package/nodes/accessors/NormalNode.js +40 -39
  310. package/nodes/accessors/NormalNode.mjs +62 -0
  311. package/nodes/accessors/Object3DNode.js +40 -50
  312. package/nodes/accessors/Object3DNode.mjs +76 -0
  313. package/nodes/accessors/PointUVNode.js +5 -9
  314. package/nodes/accessors/PointUVNode.mjs +13 -0
  315. package/nodes/accessors/PositionNode.js +42 -41
  316. package/nodes/accessors/PositionNode.mjs +65 -0
  317. package/nodes/accessors/ReferenceNode.js +10 -17
  318. package/nodes/accessors/ReferenceNode.mjs +37 -0
  319. package/nodes/accessors/ReflectNode.js +23 -26
  320. package/nodes/accessors/ReflectNode.mjs +43 -0
  321. package/nodes/accessors/SkinningNode.js +46 -48
  322. package/nodes/accessors/SkinningNode.mjs +58 -0
  323. package/nodes/accessors/TextureNode.js +14 -29
  324. package/nodes/accessors/TextureNode.mjs +54 -0
  325. package/nodes/accessors/UVNode.js +5 -11
  326. package/nodes/accessors/UVNode.mjs +23 -0
  327. package/nodes/core/ArrayUniformNode.js +3 -7
  328. package/nodes/core/ArrayUniformNode.mjs +14 -0
  329. package/nodes/core/AttributeNode.js +5 -12
  330. package/nodes/core/AttributeNode.mjs +30 -0
  331. package/nodes/core/BypassNode.js +5 -12
  332. package/nodes/core/BypassNode.mjs +22 -0
  333. package/nodes/core/CodeNode.js +4 -12
  334. package/nodes/core/CodeNode.mjs +28 -0
  335. package/nodes/core/ConstNode.js +3 -7
  336. package/nodes/core/ConstNode.mjs +14 -0
  337. package/nodes/core/ContextNode.js +3 -8
  338. package/nodes/core/ContextNode.mjs +22 -0
  339. package/nodes/core/ExpressionNode.js +5 -9
  340. package/nodes/core/ExpressionNode.mjs +19 -0
  341. package/nodes/core/FunctionCallNode.js +6 -15
  342. package/nodes/core/FunctionCallNode.mjs +37 -0
  343. package/nodes/core/FunctionNode.js +10 -25
  344. package/nodes/core/FunctionNode.mjs +56 -0
  345. package/nodes/core/InputNode.js +12 -23
  346. package/nodes/core/InputNode.mjs +38 -0
  347. package/nodes/core/Node.js +35 -75
  348. package/nodes/core/Node.mjs +139 -0
  349. package/nodes/core/NodeAttribute.js +2 -4
  350. package/nodes/core/NodeAttribute.mjs +10 -0
  351. package/nodes/core/NodeBuilder.js +110 -224
  352. package/nodes/core/NodeBuilder.mjs +395 -0
  353. package/nodes/core/NodeCode.js +4 -7
  354. package/nodes/core/NodeCode.mjs +11 -0
  355. package/nodes/core/NodeFrame.js +9 -12
  356. package/nodes/core/NodeFrame.mjs +35 -0
  357. package/nodes/core/NodeFunctionInput.js +3 -5
  358. package/nodes/core/NodeFunctionInput.mjs +13 -0
  359. package/nodes/core/NodeKeywords.js +5 -16
  360. package/nodes/core/NodeKeywords.mjs +44 -0
  361. package/nodes/core/NodeUniform.js +3 -7
  362. package/nodes/core/NodeUniform.mjs +18 -0
  363. package/nodes/core/NodeUtils.js +39 -43
  364. package/nodes/core/NodeUtils.mjs +57 -0
  365. package/nodes/core/NodeVar.js +2 -4
  366. package/nodes/core/NodeVar.mjs +10 -0
  367. package/nodes/core/NodeVary.js +2 -4
  368. package/nodes/core/NodeVary.mjs +10 -0
  369. package/nodes/core/PropertyNode.js +4 -10
  370. package/nodes/core/PropertyNode.mjs +21 -0
  371. package/nodes/core/TempNode.js +5 -11
  372. package/nodes/core/TempNode.mjs +25 -0
  373. package/nodes/core/UniformNode.js +4 -10
  374. package/nodes/core/UniformNode.mjs +23 -0
  375. package/nodes/core/VarNode.js +3 -11
  376. package/nodes/core/VarNode.mjs +31 -0
  377. package/nodes/core/VaryNode.js +6 -15
  378. package/nodes/core/VaryNode.mjs +30 -0
  379. package/nodes/core/constants.js +20 -7
  380. package/nodes/core/constants.mjs +24 -0
  381. package/nodes/display/ColorSpaceNode.js +34 -38
  382. package/nodes/display/ColorSpaceNode.mjs +63 -0
  383. package/nodes/display/NormalMapNode.js +35 -53
  384. package/nodes/display/NormalMapNode.mjs +54 -0
  385. package/nodes/fog/FogNode.js +5 -9
  386. package/nodes/fog/FogNode.mjs +15 -0
  387. package/nodes/fog/FogRangeNode.js +5 -9
  388. package/nodes/fog/FogRangeNode.mjs +17 -0
  389. package/nodes/functions/BSDFs.js +61 -118
  390. package/nodes/functions/BSDFs.mjs +64 -0
  391. package/nodes/lights/LightContextNode.js +14 -23
  392. package/nodes/lights/LightContextNode.mjs +35 -0
  393. package/nodes/lights/LightNode.js +27 -31
  394. package/nodes/lights/LightNode.mjs +58 -0
  395. package/nodes/lights/LightsNode.js +9 -28
  396. package/nodes/lights/LightsNode.mjs +59 -0
  397. package/nodes/loaders/NodeLoader.js +27 -42
  398. package/nodes/loaders/NodeLoader.mjs +66 -0
  399. package/nodes/loaders/NodeMaterialLoader.js +4 -10
  400. package/nodes/loaders/NodeMaterialLoader.mjs +24 -0
  401. package/nodes/loaders/NodeObjectLoader.js +9 -19
  402. package/nodes/loaders/NodeObjectLoader.mjs +40 -0
  403. package/nodes/materials/LineBasicNodeMaterial.js +5 -10
  404. package/nodes/materials/LineBasicNodeMaterial.mjs +27 -0
  405. package/nodes/materials/Materials.js +14 -17
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@@ -1,23 +1,1098 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * NVIDIA FXAA by Timothy Lottes
5
- * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
6
- * - WebGL port by @supereggbert
7
- * http://www.glge.org/demos/fxaa/
8
- */
9
-
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
10
4
  const FXAAShader = {
11
5
  uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- resolution: {
16
- value: new Vector2(1 / 1024, 1 / 512)
17
- }
6
+ tDiffuse: { value: null },
7
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
18
8
  },
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- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
- 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-keplerFXAAassetsshaders/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.', '//', '//----------------------------------------------------------------------------------', '', '#define FXAA_PC 1', '#define FXAA_GLSL_100 1', '#define FXAA_QUALITY_PRESET 12', '', '#define FXAA_GREEN_AS_LUMA 1', '', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_PC_CONSOLE', ' //', ' // The console algorithm for PC is included', ' // for developers targeting really low spec machines.', ' // Likely better to just run FXAA_PC, and use a really low preset.', ' //', ' #define FXAA_PC_CONSOLE 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_120', ' #define FXAA_GLSL_120 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_130', ' #define FXAA_GLSL_130 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_3', ' #define FXAA_HLSL_3 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_4', ' #define FXAA_HLSL_4 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_5', ' #define FXAA_HLSL_5 0', '#endif', '/*==========================================================================*/', '#ifndef FXAA_GREEN_AS_LUMA', ' //', ' // For those using non-linear color,', ' // and either not able to get luma in alpha, or not wanting to,', ' // this enables FXAA to run using green as a proxy for luma.', ' // So with this enabled, no need to pack luma in alpha.', ' //', ' // This will turn off AA on anything which lacks some amount of green.', ' // Pure red and blue or combination of only R and B, will get no AA.', ' //', ' // Might want to lower the settings for both,', ' // fxaaConsoleEdgeThresholdMin', ' // fxaaQualityEdgeThresholdMin', ' // In order to insure AA does not get turned off on colors', ' // which contain a minor amount of green.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_GREEN_AS_LUMA 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_EARLY_EXIT', ' //', " // Controls algorithm's early exit path.", ' // On PS3 turning this ON adds 2 cycles to the shader.', ' // On 360 turning this OFF adds 10ths of a millisecond to the shader.', ' // Turning this off on console will result in a more blurry image.', ' // So this defaults to on.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_EARLY_EXIT 1', '#endif', '/*--------------------------------------------------------------------------*/', '#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', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_FAST_PIXEL_OFFSET', ' //', ' // Used for GLSL 120 only.', ' //', ' // 1 = GL API supports fast pixel offsets', ' // 0 = do not use fast pixel offsets', ' //', ' #ifdef GL_EXT_gpu_shader4', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifndef FXAA_FAST_PIXEL_OFFSET', ' #define FXAA_FAST_PIXEL_OFFSET 0', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GATHER4_ALPHA', ' //', ' // 1 = API supports gather4 on alpha channel.', ' // 0 = API does not support gather4 on alpha channel.', ' //', ' #if (FXAA_HLSL_5 == 1)', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifndef FXAA_GATHER4_ALPHA', ' #define FXAA_GATHER4_ALPHA 0', ' #endif', '#endif', '', '', '/*============================================================================', ' FXAA QUALITY - TUNING KNOBS', '------------------------------------------------------------------------------', 'NOTE the other tuning knobs are now in the shader function inputs!', '============================================================================*/', '#ifndef FXAA_QUALITY_PRESET', ' //', ' // Choose the quality preset.', ' // This needs to be compiled into the shader as it effects code.', ' // Best option to include multiple presets is to', ' // in each shader define the preset, then include this file.', ' //', ' // OPTIONS', ' // -----------------------------------------------------------------------', ' // 10 to 15 - default medium dither (10=fastest, 15=highest quality)', ' // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)', ' // 39 - no dither, very expensive', ' //', ' // NOTES', ' // -----------------------------------------------------------------------', ' // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)', ' // 13 = about same speed as FXAA 3.9 and better than 12', ' // 23 = closest to FXAA 3.9 visually and performance wise', ' // _ = the lowest digit is directly related to performance', ' // _ = the highest digit is directly related to style', ' //', ' #define FXAA_QUALITY_PRESET 12', '#endif', '', '', '/*============================================================================', '', ' FXAA QUALITY - PRESETS', '', '============================================================================*/', '', '/*============================================================================', ' FXAA QUALITY - MEDIUM DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 10)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 3.0', ' #define FXAA_QUALITY_P2 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 11)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 3.0', ' #define FXAA_QUALITY_P3 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 12)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 4.0', ' #define FXAA_QUALITY_P4 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 13)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 4.0', ' #define FXAA_QUALITY_P5 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 14)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 4.0', ' #define FXAA_QUALITY_P6 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 15)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 12.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - LOW DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 20)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 2.0', ' #define FXAA_QUALITY_P2 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 21)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 22)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 23)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 24)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 3.0', ' #define FXAA_QUALITY_P6 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 25)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 26)', ' #define FXAA_QUALITY_PS 9', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 4.0', ' #define FXAA_QUALITY_P8 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 27)', ' #define FXAA_QUALITY_PS 10', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 4.0', ' #define FXAA_QUALITY_P9 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 28)', ' #define FXAA_QUALITY_PS 11', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 4.0', ' #define FXAA_QUALITY_P10 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 29)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - EXTREME QUALITY', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 39)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.0', ' #define FXAA_QUALITY_P2 1.0', ' #define FXAA_QUALITY_P3 1.0', ' #define FXAA_QUALITY_P4 1.0', ' #define FXAA_QUALITY_P5 1.5', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '', '', '/*============================================================================', '', ' API PORTING', '', '============================================================================*/', '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)', ' #define FxaaBool bool', ' #define FxaaDiscard discard', ' #define FxaaFloat float', ' #define FxaaFloat2 vec2', ' #define FxaaFloat3 vec3', ' #define FxaaFloat4 vec4', ' #define FxaaHalf float', ' #define FxaaHalf2 vec2', ' #define FxaaHalf3 vec3', ' #define FxaaHalf4 vec4', ' #define FxaaInt2 ivec2', ' #define FxaaSat(x) clamp(x, 0.0, 1.0)', ' #define FxaaTex sampler2D', '#else', ' #define FxaaBool bool', ' #define FxaaDiscard clip(-1)', ' #define FxaaFloat float', ' #define FxaaFloat2 float2', ' #define FxaaFloat3 float3', ' #define FxaaFloat4 float4', ' #define FxaaHalf half', ' #define FxaaHalf2 half2', ' #define FxaaHalf3 half3', ' #define FxaaHalf4 half4', ' #define FxaaSat(x) saturate(x)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_100 == 1)', ' #define FxaaTexTop(t, p) texture2D(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_120 == 1)', ' // Requires,', ' // #version 120', ' // And at least,', ' // #extension GL_EXT_gpu_shader4 : enable', ' // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)', ' #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)', ' #if (FXAA_FAST_PIXEL_OFFSET == 1)', ' #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)', ' #else', ' #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)', ' #endif', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_130 == 1)', ' // Requires "#version 130" or better', ' #define FxaaTexTop(t, p) textureLod(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_3 == 1)', ' #define FxaaInt2 float2', ' #define FxaaTex sampler2D', ' #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))', ' #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_4 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_5 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', ' #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)', ' #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)', ' #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)', ' #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)', '#endif', '', '', '/*============================================================================', ' GREEN AS LUMA OPTION SUPPORT FUNCTION', '============================================================================*/', '#if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }', '#else', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }', '#endif', '', '', '', '', '/*============================================================================', '', ' FXAA3 QUALITY - PC', '', '============================================================================*/', '#if (FXAA_PC == 1)', '/*--------------------------------------------------------------------------*/', 'FxaaFloat4 FxaaPixelShader(', ' //', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy} = center of pixel', ' FxaaFloat2 pos,', ' //', ' // Used only for FXAA Console, and not used on the 360 version.', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy_} = upper left of pixel', ' // {_zw} = lower right of pixel', ' FxaaFloat4 fxaaConsolePosPos,', ' //', ' // Input color texture.', ' // {rgb_} = color in linear or perceptual color space', ' // if (FXAA_GREEN_AS_LUMA == 0)', ' // {__a} = luma in perceptual color space (not linear)', ' FxaaTex tex,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 2nd sampler.', ' // This sampler needs to have an exponent bias of -1.', ' FxaaTex fxaaConsole360TexExpBiasNegOne,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 3nd sampler.', ' // This sampler needs to have an exponent bias of -2.', ' FxaaTex fxaaConsole360TexExpBiasNegTwo,', ' //', ' // Only used on FXAA Quality.', ' // This must be from a constant/uniform.', ' // {x_} = 1.0/screenWidthInPixels', ' // {_y} = 1.0/screenHeightInPixels', ' FxaaFloat2 fxaaQualityRcpFrame,', ' //', ' // Only used on FXAA Console.', ' // This must be from a constant/uniform.', ' // This effects sub-pixel AA quality and inversely sharpness.', ' // Where N ranges between,', ' // N = 0.50 (default)', ' // N = 0.33 (sharper)', ' // {x__} = -N/screenWidthInPixels', ' // {_y_} = -N/screenHeightInPixels', ' // {_z_} = N/screenWidthInPixels', ' // {__w} = N/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt,', ' //', ' // Only used on FXAA Console.', ' // Not used on 360, but used on PS3 and PC.', ' // This must be from a constant/uniform.', ' // {x__} = -2.0/screenWidthInPixels', ' // {_y_} = -2.0/screenHeightInPixels', ' // {_z_} = 2.0/screenWidthInPixels', ' // {__w} = 2.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt2,', ' //', ' // Only used on FXAA Console.', ' // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.', ' // This must be from a constant/uniform.', ' // {x__} = 8.0/screenWidthInPixels', ' // {_y_} = 8.0/screenHeightInPixels', ' // {_z_} = -4.0/screenWidthInPixels', ' // {__w} = -4.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsole360RcpFrameOpt2,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_SUBPIX define.', ' // It is here now to allow easier tuning.', ' // Choose the amount of sub-pixel aliasing removal.', ' // This can effect sharpness.', ' // 1.00 - upper limit (softer)', ' // 0.75 - default amount of filtering', ' // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)', ' // 0.25 - almost off', ' // 0.00 - completely off', ' FxaaFloat fxaaQualitySubpix,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // The minimum amount of local contrast required to apply algorithm.', ' // 0.333 - too little (faster)', ' // 0.250 - low quality', ' // 0.166 - default', ' // 0.125 - high quality', ' // 0.063 - overkill (slower)', ' FxaaFloat fxaaQualityEdgeThreshold,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // 0.0833 - upper limit (default, the start of visible unfiltered edges)', ' // 0.0625 - high quality (faster)', ' // 0.0312 - visible limit (slower)', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaQualityEdgeThresholdMin,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only three safe values here: 2 and 4 and 8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // For all other platforms can be a non-power of two.', ' // 8.0 is sharper (default!!!)', ' // 4.0 is softer', ' // 2.0 is really soft (good only for vector graphics inputs)', ' FxaaFloat fxaaConsoleEdgeSharpness,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only two safe values here: 1/4 and 1/8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // The console setting has a different mapping than the quality setting.', ' // Other platforms can use other values.', ' // 0.125 leaves less aliasing, but is softer (default!!!)', ' // 0.25 leaves more aliasing, and is sharper', ' FxaaFloat fxaaConsoleEdgeThreshold,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // The console setting has a different mapping than the quality setting.', ' // This only applies when FXAA_EARLY_EXIT is 1.', ' // This does not apply to PS3,', ' // PS3 was simplified to avoid more shader instructions.', ' // 0.06 - faster but more aliasing in darks', ' // 0.05 - default', ' // 0.04 - slower and less aliasing in darks', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaConsoleEdgeThresholdMin,', ' //', ' // Extra constants for 360 FXAA Console only.', ' // Use zeros or anything else for other platforms.', ' // These must be in physical constant registers and NOT immediates.', ' // Immediates will result in compiler un-optimizing.', ' // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)', ' FxaaFloat4 fxaaConsole360ConstDir', ') {', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posM;', ' posM.x = pos.x;', ' posM.y = pos.y;', ' #if (FXAA_GATHER4_ALPHA == 1)', ' #if (FXAA_DISCARD == 0)', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #endif', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));', ' #else', ' FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));', ' #endif', ' #if (FXAA_DISCARD == 1)', ' #define lumaM luma4A.w', ' #endif', ' #define lumaE luma4A.z', ' #define lumaS luma4A.x', ' #define lumaSE luma4A.y', ' #define lumaNW luma4B.w', ' #define lumaN luma4B.z', ' #define lumaW luma4B.x', ' #else', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));', ' #endif', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat maxSM = max(lumaS, lumaM);', ' FxaaFloat minSM = min(lumaS, lumaM);', ' FxaaFloat maxESM = max(lumaE, maxSM);', ' FxaaFloat minESM = min(lumaE, minSM);', ' FxaaFloat maxWN = max(lumaN, lumaW);', ' FxaaFloat minWN = min(lumaN, lumaW);', ' FxaaFloat rangeMax = max(maxWN, maxESM);', ' FxaaFloat rangeMin = min(minWN, minESM);', ' FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;', ' FxaaFloat range = rangeMax - rangeMin;', ' FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);', ' FxaaBool earlyExit = range < rangeMaxClamped;', '/*--------------------------------------------------------------------------*/', ' if(earlyExit)', ' #if (FXAA_DISCARD == 1)', ' FxaaDiscard;', ' #else', ' return rgbyM;', ' #endif', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_GATHER4_ALPHA == 0)', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', ' #else', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNS = lumaN + lumaS;', ' FxaaFloat lumaWE = lumaW + lumaE;', ' FxaaFloat subpixRcpRange = 1.0/range;', ' FxaaFloat subpixNSWE = lumaNS + lumaWE;', ' FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;', ' FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNESE = lumaNE + lumaSE;', ' FxaaFloat lumaNWNE = lumaNW + lumaNE;', ' FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;', ' FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNWSW = lumaNW + lumaSW;', ' FxaaFloat lumaSWSE = lumaSW + lumaSE;', ' FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);', ' FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);', ' FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;', ' FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;', ' FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;', ' FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;', ' FxaaFloat lengthSign = fxaaQualityRcpFrame.x;', ' FxaaBool horzSpan = edgeHorz >= edgeVert;', ' FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;', '/*--------------------------------------------------------------------------*/', ' if(!horzSpan) lumaN = lumaW;', ' if(!horzSpan) lumaS = lumaE;', ' if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;', ' FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat gradientN = lumaN - lumaM;', ' FxaaFloat gradientS = lumaS - lumaM;', ' FxaaFloat lumaNN = lumaN + lumaM;', ' FxaaFloat lumaSS = lumaS + lumaM;', ' FxaaBool pairN = abs(gradientN) >= abs(gradientS);', ' FxaaFloat gradient = max(abs(gradientN), abs(gradientS));', ' if(pairN) lengthSign = -lengthSign;', ' FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posB;', ' posB.x = posM.x;', ' posB.y = posM.y;', ' FxaaFloat2 offNP;', ' offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;', ' offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;', ' if(!horzSpan) posB.x += lengthSign * 0.5;', ' if( horzSpan) posB.y += lengthSign * 0.5;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posN;', ' posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;', ' posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat2 posP;', ' posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;', ' posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;', ' FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));', ' FxaaFloat subpixE = subpixC * subpixC;', ' FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));', '/*--------------------------------------------------------------------------*/', ' if(!pairN) lumaNN = lumaSS;', ' FxaaFloat gradientScaled = gradient * 1.0/4.0;', ' FxaaFloat lumaMM = lumaM - lumaNN * 0.5;', ' FxaaFloat subpixF = subpixD * subpixE;', ' FxaaBool lumaMLTZero = lumaMM < 0.0;', '/*--------------------------------------------------------------------------*/', ' lumaEndN -= lumaNN * 0.5;', ' lumaEndP -= lumaNN * 0.5;', ' FxaaBool doneN = abs(lumaEndN) >= gradientScaled;', ' FxaaBool doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;', ' FxaaBool doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;', '/*--------------------------------------------------------------------------*/', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 3)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 4)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 5)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 6)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 7)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 8)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 9)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 10)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 11)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 12)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', '/*--------------------------------------------------------------------------*/', ' FxaaFloat dstN = posM.x - posN.x;', ' FxaaFloat dstP = posP.x - posM.x;', ' if(!horzSpan) dstN = posM.y - posN.y;', ' if(!horzSpan) dstP = posP.y - posM.y;', '/*--------------------------------------------------------------------------*/', ' FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;', ' FxaaFloat spanLength = (dstP + dstN);', ' FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;', ' FxaaFloat spanLengthRcp = 1.0/spanLength;', '/*--------------------------------------------------------------------------*/', ' FxaaBool directionN = dstN < dstP;', ' FxaaFloat dst = min(dstN, dstP);', ' FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;', ' FxaaFloat subpixG = subpixF * subpixF;', ' FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;', ' FxaaFloat subpixH = subpixG * fxaaQualitySubpix;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;', ' FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);', ' if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;', ' if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;', ' #if (FXAA_DISCARD == 1)', ' return FxaaTexTop(tex, posM);', ' #else', ' return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);', ' #endif', '}', '/*==========================================================================*/', '#endif', '', 'void main() {', ' gl_FragColor = FxaaPixelShader(', ' vUv,', ' vec4(0.0),', ' tDiffuse,', ' tDiffuse,', ' tDiffuse,', ' resolution,', ' vec4(0.0),', ' vec4(0.0),', ' vec4(0.0),', ' 0.75,', ' 0.166,', ' 0.0833,', ' 0.0,', ' 0.0,', ' 0.0,', ' vec4(0.0)', ' );', '', ' // TODO avoid querying texture twice for same texel', ' gl_FragColor.a = texture2D(tDiffuse, vUv).a;', '}'].join('\n')
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "precision highp float;",
18
+ "",
19
+ "uniform sampler2D tDiffuse;",
20
+ "",
21
+ "uniform vec2 resolution;",
22
+ "",
23
+ "varying vec2 vUv;",
24
+ "",
25
+ "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
26
+ "",
27
+ "//----------------------------------------------------------------------------------",
28
+ "// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag",
29
+ "// SDK Version: v3.00",
30
+ "// Email: gameworks@nvidia.com",
31
+ "// Site: http://developer.nvidia.com/",
32
+ "//",
33
+ "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
34
+ "//",
35
+ "// Redistribution and use in source and binary forms, with or without",
36
+ "// modification, are permitted provided that the following conditions",
37
+ "// are met:",
38
+ "// * Redistributions of source code must retain the above copyright",
39
+ "// notice, this list of conditions and the following disclaimer.",
40
+ "// * Redistributions in binary form must reproduce the above copyright",
41
+ "// notice, this list of conditions and the following disclaimer in the",
42
+ "// documentation and/or other materials provided with the distribution.",
43
+ "// * Neither the name of NVIDIA CORPORATION nor the names of its",
44
+ "// contributors may be used to endorse or promote products derived",
45
+ "// from this software without specific prior written permission.",
46
+ "//",
47
+ "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
48
+ "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
49
+ "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
50
+ "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
51
+ "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
52
+ "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
53
+ "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
54
+ "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
55
+ "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
56
+ "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
57
+ "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
58
+ "//",
59
+ "//----------------------------------------------------------------------------------",
60
+ "",
61
+ "#define FXAA_PC 1",
62
+ "#define FXAA_GLSL_100 1",
63
+ "#define FXAA_QUALITY_PRESET 12",
64
+ "",
65
+ "#define FXAA_GREEN_AS_LUMA 1",
66
+ "",
67
+ "/*--------------------------------------------------------------------------*/",
68
+ "#ifndef FXAA_PC_CONSOLE",
69
+ " //",
70
+ " // The console algorithm for PC is included",
71
+ " // for developers targeting really low spec machines.",
72
+ " // Likely better to just run FXAA_PC, and use a really low preset.",
73
+ " //",
74
+ " #define FXAA_PC_CONSOLE 0",
75
+ "#endif",
76
+ "/*--------------------------------------------------------------------------*/",
77
+ "#ifndef FXAA_GLSL_120",
78
+ " #define FXAA_GLSL_120 0",
79
+ "#endif",
80
+ "/*--------------------------------------------------------------------------*/",
81
+ "#ifndef FXAA_GLSL_130",
82
+ " #define FXAA_GLSL_130 0",
83
+ "#endif",
84
+ "/*--------------------------------------------------------------------------*/",
85
+ "#ifndef FXAA_HLSL_3",
86
+ " #define FXAA_HLSL_3 0",
87
+ "#endif",
88
+ "/*--------------------------------------------------------------------------*/",
89
+ "#ifndef FXAA_HLSL_4",
90
+ " #define FXAA_HLSL_4 0",
91
+ "#endif",
92
+ "/*--------------------------------------------------------------------------*/",
93
+ "#ifndef FXAA_HLSL_5",
94
+ " #define FXAA_HLSL_5 0",
95
+ "#endif",
96
+ "/*==========================================================================*/",
97
+ "#ifndef FXAA_GREEN_AS_LUMA",
98
+ " //",
99
+ " // For those using non-linear color,",
100
+ " // and either not able to get luma in alpha, or not wanting to,",
101
+ " // this enables FXAA to run using green as a proxy for luma.",
102
+ " // So with this enabled, no need to pack luma in alpha.",
103
+ " //",
104
+ " // This will turn off AA on anything which lacks some amount of green.",
105
+ " // Pure red and blue or combination of only R and B, will get no AA.",
106
+ " //",
107
+ " // Might want to lower the settings for both,",
108
+ " // fxaaConsoleEdgeThresholdMin",
109
+ " // fxaaQualityEdgeThresholdMin",
110
+ " // In order to insure AA does not get turned off on colors",
111
+ " // which contain a minor amount of green.",
112
+ " //",
113
+ " // 1 = On.",
114
+ " // 0 = Off.",
115
+ " //",
116
+ " #define FXAA_GREEN_AS_LUMA 0",
117
+ "#endif",
118
+ "/*--------------------------------------------------------------------------*/",
119
+ "#ifndef FXAA_EARLY_EXIT",
120
+ " //",
121
+ " // Controls algorithm's early exit path.",
122
+ " // On PS3 turning this ON adds 2 cycles to the shader.",
123
+ " // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
124
+ " // Turning this off on console will result in a more blurry image.",
125
+ " // So this defaults to on.",
126
+ " //",
127
+ " // 1 = On.",
128
+ " // 0 = Off.",
129
+ " //",
130
+ " #define FXAA_EARLY_EXIT 1",
131
+ "#endif",
132
+ "/*--------------------------------------------------------------------------*/",
133
+ "#ifndef FXAA_DISCARD",
134
+ " //",
135
+ " // Only valid for PC OpenGL currently.",
136
+ " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
137
+ " //",
138
+ " // 1 = Use discard on pixels which don't need AA.",
139
+ " // For APIs which enable concurrent TEX+ROP from same surface.",
140
+ " // 0 = Return unchanged color on pixels which don't need AA.",
141
+ " //",
142
+ " #define FXAA_DISCARD 0",
143
+ "#endif",
144
+ "/*--------------------------------------------------------------------------*/",
145
+ "#ifndef FXAA_FAST_PIXEL_OFFSET",
146
+ " //",
147
+ " // Used for GLSL 120 only.",
148
+ " //",
149
+ " // 1 = GL API supports fast pixel offsets",
150
+ " // 0 = do not use fast pixel offsets",
151
+ " //",
152
+ " #ifdef GL_EXT_gpu_shader4",
153
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
154
+ " #endif",
155
+ " #ifdef GL_NV_gpu_shader5",
156
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
157
+ " #endif",
158
+ " #ifdef GL_ARB_gpu_shader5",
159
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
160
+ " #endif",
161
+ " #ifndef FXAA_FAST_PIXEL_OFFSET",
162
+ " #define FXAA_FAST_PIXEL_OFFSET 0",
163
+ " #endif",
164
+ "#endif",
165
+ "/*--------------------------------------------------------------------------*/",
166
+ "#ifndef FXAA_GATHER4_ALPHA",
167
+ " //",
168
+ " // 1 = API supports gather4 on alpha channel.",
169
+ " // 0 = API does not support gather4 on alpha channel.",
170
+ " //",
171
+ " #if (FXAA_HLSL_5 == 1)",
172
+ " #define FXAA_GATHER4_ALPHA 1",
173
+ " #endif",
174
+ " #ifdef GL_ARB_gpu_shader5",
175
+ " #define FXAA_GATHER4_ALPHA 1",
176
+ " #endif",
177
+ " #ifdef GL_NV_gpu_shader5",
178
+ " #define FXAA_GATHER4_ALPHA 1",
179
+ " #endif",
180
+ " #ifndef FXAA_GATHER4_ALPHA",
181
+ " #define FXAA_GATHER4_ALPHA 0",
182
+ " #endif",
183
+ "#endif",
184
+ "",
185
+ "",
186
+ "/*============================================================================",
187
+ " FXAA QUALITY - TUNING KNOBS",
188
+ "------------------------------------------------------------------------------",
189
+ "NOTE the other tuning knobs are now in the shader function inputs!",
190
+ "============================================================================*/",
191
+ "#ifndef FXAA_QUALITY_PRESET",
192
+ " //",
193
+ " // Choose the quality preset.",
194
+ " // This needs to be compiled into the shader as it effects code.",
195
+ " // Best option to include multiple presets is to",
196
+ " // in each shader define the preset, then include this file.",
197
+ " //",
198
+ " // OPTIONS",
199
+ " // -----------------------------------------------------------------------",
200
+ " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
201
+ " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
202
+ " // 39 - no dither, very expensive",
203
+ " //",
204
+ " // NOTES",
205
+ " // -----------------------------------------------------------------------",
206
+ " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
207
+ " // 13 = about same speed as FXAA 3.9 and better than 12",
208
+ " // 23 = closest to FXAA 3.9 visually and performance wise",
209
+ " // _ = the lowest digit is directly related to performance",
210
+ " // _ = the highest digit is directly related to style",
211
+ " //",
212
+ " #define FXAA_QUALITY_PRESET 12",
213
+ "#endif",
214
+ "",
215
+ "",
216
+ "/*============================================================================",
217
+ "",
218
+ " FXAA QUALITY - PRESETS",
219
+ "",
220
+ "============================================================================*/",
221
+ "",
222
+ "/*============================================================================",
223
+ " FXAA QUALITY - MEDIUM DITHER PRESETS",
224
+ "============================================================================*/",
225
+ "#if (FXAA_QUALITY_PRESET == 10)",
226
+ " #define FXAA_QUALITY_PS 3",
227
+ " #define FXAA_QUALITY_P0 1.5",
228
+ " #define FXAA_QUALITY_P1 3.0",
229
+ " #define FXAA_QUALITY_P2 12.0",
230
+ "#endif",
231
+ "/*--------------------------------------------------------------------------*/",
232
+ "#if (FXAA_QUALITY_PRESET == 11)",
233
+ " #define FXAA_QUALITY_PS 4",
234
+ " #define FXAA_QUALITY_P0 1.0",
235
+ " #define FXAA_QUALITY_P1 1.5",
236
+ " #define FXAA_QUALITY_P2 3.0",
237
+ " #define FXAA_QUALITY_P3 12.0",
238
+ "#endif",
239
+ "/*--------------------------------------------------------------------------*/",
240
+ "#if (FXAA_QUALITY_PRESET == 12)",
241
+ " #define FXAA_QUALITY_PS 5",
242
+ " #define FXAA_QUALITY_P0 1.0",
243
+ " #define FXAA_QUALITY_P1 1.5",
244
+ " #define FXAA_QUALITY_P2 2.0",
245
+ " #define FXAA_QUALITY_P3 4.0",
246
+ " #define FXAA_QUALITY_P4 12.0",
247
+ "#endif",
248
+ "/*--------------------------------------------------------------------------*/",
249
+ "#if (FXAA_QUALITY_PRESET == 13)",
250
+ " #define FXAA_QUALITY_PS 6",
251
+ " #define FXAA_QUALITY_P0 1.0",
252
+ " #define FXAA_QUALITY_P1 1.5",
253
+ " #define FXAA_QUALITY_P2 2.0",
254
+ " #define FXAA_QUALITY_P3 2.0",
255
+ " #define FXAA_QUALITY_P4 4.0",
256
+ " #define FXAA_QUALITY_P5 12.0",
257
+ "#endif",
258
+ "/*--------------------------------------------------------------------------*/",
259
+ "#if (FXAA_QUALITY_PRESET == 14)",
260
+ " #define FXAA_QUALITY_PS 7",
261
+ " #define FXAA_QUALITY_P0 1.0",
262
+ " #define FXAA_QUALITY_P1 1.5",
263
+ " #define FXAA_QUALITY_P2 2.0",
264
+ " #define FXAA_QUALITY_P3 2.0",
265
+ " #define FXAA_QUALITY_P4 2.0",
266
+ " #define FXAA_QUALITY_P5 4.0",
267
+ " #define FXAA_QUALITY_P6 12.0",
268
+ "#endif",
269
+ "/*--------------------------------------------------------------------------*/",
270
+ "#if (FXAA_QUALITY_PRESET == 15)",
271
+ " #define FXAA_QUALITY_PS 8",
272
+ " #define FXAA_QUALITY_P0 1.0",
273
+ " #define FXAA_QUALITY_P1 1.5",
274
+ " #define FXAA_QUALITY_P2 2.0",
275
+ " #define FXAA_QUALITY_P3 2.0",
276
+ " #define FXAA_QUALITY_P4 2.0",
277
+ " #define FXAA_QUALITY_P5 2.0",
278
+ " #define FXAA_QUALITY_P6 4.0",
279
+ " #define FXAA_QUALITY_P7 12.0",
280
+ "#endif",
281
+ "",
282
+ "/*============================================================================",
283
+ " FXAA QUALITY - LOW DITHER PRESETS",
284
+ "============================================================================*/",
285
+ "#if (FXAA_QUALITY_PRESET == 20)",
286
+ " #define FXAA_QUALITY_PS 3",
287
+ " #define FXAA_QUALITY_P0 1.5",
288
+ " #define FXAA_QUALITY_P1 2.0",
289
+ " #define FXAA_QUALITY_P2 8.0",
290
+ "#endif",
291
+ "/*--------------------------------------------------------------------------*/",
292
+ "#if (FXAA_QUALITY_PRESET == 21)",
293
+ " #define FXAA_QUALITY_PS 4",
294
+ " #define FXAA_QUALITY_P0 1.0",
295
+ " #define FXAA_QUALITY_P1 1.5",
296
+ " #define FXAA_QUALITY_P2 2.0",
297
+ " #define FXAA_QUALITY_P3 8.0",
298
+ "#endif",
299
+ "/*--------------------------------------------------------------------------*/",
300
+ "#if (FXAA_QUALITY_PRESET == 22)",
301
+ " #define FXAA_QUALITY_PS 5",
302
+ " #define FXAA_QUALITY_P0 1.0",
303
+ " #define FXAA_QUALITY_P1 1.5",
304
+ " #define FXAA_QUALITY_P2 2.0",
305
+ " #define FXAA_QUALITY_P3 2.0",
306
+ " #define FXAA_QUALITY_P4 8.0",
307
+ "#endif",
308
+ "/*--------------------------------------------------------------------------*/",
309
+ "#if (FXAA_QUALITY_PRESET == 23)",
310
+ " #define FXAA_QUALITY_PS 6",
311
+ " #define FXAA_QUALITY_P0 1.0",
312
+ " #define FXAA_QUALITY_P1 1.5",
313
+ " #define FXAA_QUALITY_P2 2.0",
314
+ " #define FXAA_QUALITY_P3 2.0",
315
+ " #define FXAA_QUALITY_P4 2.0",
316
+ " #define FXAA_QUALITY_P5 8.0",
317
+ "#endif",
318
+ "/*--------------------------------------------------------------------------*/",
319
+ "#if (FXAA_QUALITY_PRESET == 24)",
320
+ " #define FXAA_QUALITY_PS 7",
321
+ " #define FXAA_QUALITY_P0 1.0",
322
+ " #define FXAA_QUALITY_P1 1.5",
323
+ " #define FXAA_QUALITY_P2 2.0",
324
+ " #define FXAA_QUALITY_P3 2.0",
325
+ " #define FXAA_QUALITY_P4 2.0",
326
+ " #define FXAA_QUALITY_P5 3.0",
327
+ " #define FXAA_QUALITY_P6 8.0",
328
+ "#endif",
329
+ "/*--------------------------------------------------------------------------*/",
330
+ "#if (FXAA_QUALITY_PRESET == 25)",
331
+ " #define FXAA_QUALITY_PS 8",
332
+ " #define FXAA_QUALITY_P0 1.0",
333
+ " #define FXAA_QUALITY_P1 1.5",
334
+ " #define FXAA_QUALITY_P2 2.0",
335
+ " #define FXAA_QUALITY_P3 2.0",
336
+ " #define FXAA_QUALITY_P4 2.0",
337
+ " #define FXAA_QUALITY_P5 2.0",
338
+ " #define FXAA_QUALITY_P6 4.0",
339
+ " #define FXAA_QUALITY_P7 8.0",
340
+ "#endif",
341
+ "/*--------------------------------------------------------------------------*/",
342
+ "#if (FXAA_QUALITY_PRESET == 26)",
343
+ " #define FXAA_QUALITY_PS 9",
344
+ " #define FXAA_QUALITY_P0 1.0",
345
+ " #define FXAA_QUALITY_P1 1.5",
346
+ " #define FXAA_QUALITY_P2 2.0",
347
+ " #define FXAA_QUALITY_P3 2.0",
348
+ " #define FXAA_QUALITY_P4 2.0",
349
+ " #define FXAA_QUALITY_P5 2.0",
350
+ " #define FXAA_QUALITY_P6 2.0",
351
+ " #define FXAA_QUALITY_P7 4.0",
352
+ " #define FXAA_QUALITY_P8 8.0",
353
+ "#endif",
354
+ "/*--------------------------------------------------------------------------*/",
355
+ "#if (FXAA_QUALITY_PRESET == 27)",
356
+ " #define FXAA_QUALITY_PS 10",
357
+ " #define FXAA_QUALITY_P0 1.0",
358
+ " #define FXAA_QUALITY_P1 1.5",
359
+ " #define FXAA_QUALITY_P2 2.0",
360
+ " #define FXAA_QUALITY_P3 2.0",
361
+ " #define FXAA_QUALITY_P4 2.0",
362
+ " #define FXAA_QUALITY_P5 2.0",
363
+ " #define FXAA_QUALITY_P6 2.0",
364
+ " #define FXAA_QUALITY_P7 2.0",
365
+ " #define FXAA_QUALITY_P8 4.0",
366
+ " #define FXAA_QUALITY_P9 8.0",
367
+ "#endif",
368
+ "/*--------------------------------------------------------------------------*/",
369
+ "#if (FXAA_QUALITY_PRESET == 28)",
370
+ " #define FXAA_QUALITY_PS 11",
371
+ " #define FXAA_QUALITY_P0 1.0",
372
+ " #define FXAA_QUALITY_P1 1.5",
373
+ " #define FXAA_QUALITY_P2 2.0",
374
+ " #define FXAA_QUALITY_P3 2.0",
375
+ " #define FXAA_QUALITY_P4 2.0",
376
+ " #define FXAA_QUALITY_P5 2.0",
377
+ " #define FXAA_QUALITY_P6 2.0",
378
+ " #define FXAA_QUALITY_P7 2.0",
379
+ " #define FXAA_QUALITY_P8 2.0",
380
+ " #define FXAA_QUALITY_P9 4.0",
381
+ " #define FXAA_QUALITY_P10 8.0",
382
+ "#endif",
383
+ "/*--------------------------------------------------------------------------*/",
384
+ "#if (FXAA_QUALITY_PRESET == 29)",
385
+ " #define FXAA_QUALITY_PS 12",
386
+ " #define FXAA_QUALITY_P0 1.0",
387
+ " #define FXAA_QUALITY_P1 1.5",
388
+ " #define FXAA_QUALITY_P2 2.0",
389
+ " #define FXAA_QUALITY_P3 2.0",
390
+ " #define FXAA_QUALITY_P4 2.0",
391
+ " #define FXAA_QUALITY_P5 2.0",
392
+ " #define FXAA_QUALITY_P6 2.0",
393
+ " #define FXAA_QUALITY_P7 2.0",
394
+ " #define FXAA_QUALITY_P8 2.0",
395
+ " #define FXAA_QUALITY_P9 2.0",
396
+ " #define FXAA_QUALITY_P10 4.0",
397
+ " #define FXAA_QUALITY_P11 8.0",
398
+ "#endif",
399
+ "",
400
+ "/*============================================================================",
401
+ " FXAA QUALITY - EXTREME QUALITY",
402
+ "============================================================================*/",
403
+ "#if (FXAA_QUALITY_PRESET == 39)",
404
+ " #define FXAA_QUALITY_PS 12",
405
+ " #define FXAA_QUALITY_P0 1.0",
406
+ " #define FXAA_QUALITY_P1 1.0",
407
+ " #define FXAA_QUALITY_P2 1.0",
408
+ " #define FXAA_QUALITY_P3 1.0",
409
+ " #define FXAA_QUALITY_P4 1.0",
410
+ " #define FXAA_QUALITY_P5 1.5",
411
+ " #define FXAA_QUALITY_P6 2.0",
412
+ " #define FXAA_QUALITY_P7 2.0",
413
+ " #define FXAA_QUALITY_P8 2.0",
414
+ " #define FXAA_QUALITY_P9 2.0",
415
+ " #define FXAA_QUALITY_P10 4.0",
416
+ " #define FXAA_QUALITY_P11 8.0",
417
+ "#endif",
418
+ "",
419
+ "",
420
+ "",
421
+ "/*============================================================================",
422
+ "",
423
+ " API PORTING",
424
+ "",
425
+ "============================================================================*/",
426
+ "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
427
+ " #define FxaaBool bool",
428
+ " #define FxaaDiscard discard",
429
+ " #define FxaaFloat float",
430
+ " #define FxaaFloat2 vec2",
431
+ " #define FxaaFloat3 vec3",
432
+ " #define FxaaFloat4 vec4",
433
+ " #define FxaaHalf float",
434
+ " #define FxaaHalf2 vec2",
435
+ " #define FxaaHalf3 vec3",
436
+ " #define FxaaHalf4 vec4",
437
+ " #define FxaaInt2 ivec2",
438
+ " #define FxaaSat(x) clamp(x, 0.0, 1.0)",
439
+ " #define FxaaTex sampler2D",
440
+ "#else",
441
+ " #define FxaaBool bool",
442
+ " #define FxaaDiscard clip(-1)",
443
+ " #define FxaaFloat float",
444
+ " #define FxaaFloat2 float2",
445
+ " #define FxaaFloat3 float3",
446
+ " #define FxaaFloat4 float4",
447
+ " #define FxaaHalf half",
448
+ " #define FxaaHalf2 half2",
449
+ " #define FxaaHalf3 half3",
450
+ " #define FxaaHalf4 half4",
451
+ " #define FxaaSat(x) saturate(x)",
452
+ "#endif",
453
+ "/*--------------------------------------------------------------------------*/",
454
+ "#if (FXAA_GLSL_100 == 1)",
455
+ " #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
456
+ " #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
457
+ "#endif",
458
+ "/*--------------------------------------------------------------------------*/",
459
+ "#if (FXAA_GLSL_120 == 1)",
460
+ " // Requires,",
461
+ " // #version 120",
462
+ " // And at least,",
463
+ " // #extension GL_EXT_gpu_shader4 : enable",
464
+ " // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
465
+ " #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
466
+ " #if (FXAA_FAST_PIXEL_OFFSET == 1)",
467
+ " #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
468
+ " #else",
469
+ " #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
470
+ " #endif",
471
+ " #if (FXAA_GATHER4_ALPHA == 1)",
472
+ " // use #extension GL_ARB_gpu_shader5 : enable",
473
+ " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
474
+ " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
475
+ " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
476
+ " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
477
+ " #endif",
478
+ "#endif",
479
+ "/*--------------------------------------------------------------------------*/",
480
+ "#if (FXAA_GLSL_130 == 1)",
481
+ ' // Requires "#version 130" or better',
482
+ " #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
483
+ " #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
484
+ " #if (FXAA_GATHER4_ALPHA == 1)",
485
+ " // use #extension GL_ARB_gpu_shader5 : enable",
486
+ " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
487
+ " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
488
+ " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
489
+ " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
490
+ " #endif",
491
+ "#endif",
492
+ "/*--------------------------------------------------------------------------*/",
493
+ "#if (FXAA_HLSL_3 == 1)",
494
+ " #define FxaaInt2 float2",
495
+ " #define FxaaTex sampler2D",
496
+ " #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
497
+ " #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
498
+ "#endif",
499
+ "/*--------------------------------------------------------------------------*/",
500
+ "#if (FXAA_HLSL_4 == 1)",
501
+ " #define FxaaInt2 int2",
502
+ " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
503
+ " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
504
+ " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
505
+ "#endif",
506
+ "/*--------------------------------------------------------------------------*/",
507
+ "#if (FXAA_HLSL_5 == 1)",
508
+ " #define FxaaInt2 int2",
509
+ " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
510
+ " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
511
+ " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
512
+ " #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
513
+ " #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
514
+ " #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
515
+ " #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
516
+ "#endif",
517
+ "",
518
+ "",
519
+ "/*============================================================================",
520
+ " GREEN AS LUMA OPTION SUPPORT FUNCTION",
521
+ "============================================================================*/",
522
+ "#if (FXAA_GREEN_AS_LUMA == 0)",
523
+ " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
524
+ "#else",
525
+ " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
526
+ "#endif",
527
+ "",
528
+ "",
529
+ "",
530
+ "",
531
+ "/*============================================================================",
532
+ "",
533
+ " FXAA3 QUALITY - PC",
534
+ "",
535
+ "============================================================================*/",
536
+ "#if (FXAA_PC == 1)",
537
+ "/*--------------------------------------------------------------------------*/",
538
+ "FxaaFloat4 FxaaPixelShader(",
539
+ " //",
540
+ " // Use noperspective interpolation here (turn off perspective interpolation).",
541
+ " // {xy} = center of pixel",
542
+ " FxaaFloat2 pos,",
543
+ " //",
544
+ " // Used only for FXAA Console, and not used on the 360 version.",
545
+ " // Use noperspective interpolation here (turn off perspective interpolation).",
546
+ " // {xy_} = upper left of pixel",
547
+ " // {_zw} = lower right of pixel",
548
+ " FxaaFloat4 fxaaConsolePosPos,",
549
+ " //",
550
+ " // Input color texture.",
551
+ " // {rgb_} = color in linear or perceptual color space",
552
+ " // if (FXAA_GREEN_AS_LUMA == 0)",
553
+ " // {__a} = luma in perceptual color space (not linear)",
554
+ " FxaaTex tex,",
555
+ " //",
556
+ " // Only used on the optimized 360 version of FXAA Console.",
557
+ ' // For everything but 360, just use the same input here as for "tex".',
558
+ " // For 360, same texture, just alias with a 2nd sampler.",
559
+ " // This sampler needs to have an exponent bias of -1.",
560
+ " FxaaTex fxaaConsole360TexExpBiasNegOne,",
561
+ " //",
562
+ " // Only used on the optimized 360 version of FXAA Console.",
563
+ ' // For everything but 360, just use the same input here as for "tex".',
564
+ " // For 360, same texture, just alias with a 3nd sampler.",
565
+ " // This sampler needs to have an exponent bias of -2.",
566
+ " FxaaTex fxaaConsole360TexExpBiasNegTwo,",
567
+ " //",
568
+ " // Only used on FXAA Quality.",
569
+ " // This must be from a constant/uniform.",
570
+ " // {x_} = 1.0/screenWidthInPixels",
571
+ " // {_y} = 1.0/screenHeightInPixels",
572
+ " FxaaFloat2 fxaaQualityRcpFrame,",
573
+ " //",
574
+ " // Only used on FXAA Console.",
575
+ " // This must be from a constant/uniform.",
576
+ " // This effects sub-pixel AA quality and inversely sharpness.",
577
+ " // Where N ranges between,",
578
+ " // N = 0.50 (default)",
579
+ " // N = 0.33 (sharper)",
580
+ " // {x__} = -N/screenWidthInPixels",
581
+ " // {_y_} = -N/screenHeightInPixels",
582
+ " // {_z_} = N/screenWidthInPixels",
583
+ " // {__w} = N/screenHeightInPixels",
584
+ " FxaaFloat4 fxaaConsoleRcpFrameOpt,",
585
+ " //",
586
+ " // Only used on FXAA Console.",
587
+ " // Not used on 360, but used on PS3 and PC.",
588
+ " // This must be from a constant/uniform.",
589
+ " // {x__} = -2.0/screenWidthInPixels",
590
+ " // {_y_} = -2.0/screenHeightInPixels",
591
+ " // {_z_} = 2.0/screenWidthInPixels",
592
+ " // {__w} = 2.0/screenHeightInPixels",
593
+ " FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
594
+ " //",
595
+ " // Only used on FXAA Console.",
596
+ " // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
597
+ " // This must be from a constant/uniform.",
598
+ " // {x__} = 8.0/screenWidthInPixels",
599
+ " // {_y_} = 8.0/screenHeightInPixels",
600
+ " // {_z_} = -4.0/screenWidthInPixels",
601
+ " // {__w} = -4.0/screenHeightInPixels",
602
+ " FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
603
+ " //",
604
+ " // Only used on FXAA Quality.",
605
+ " // This used to be the FXAA_QUALITY_SUBPIX define.",
606
+ " // It is here now to allow easier tuning.",
607
+ " // Choose the amount of sub-pixel aliasing removal.",
608
+ " // This can effect sharpness.",
609
+ " // 1.00 - upper limit (softer)",
610
+ " // 0.75 - default amount of filtering",
611
+ " // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
612
+ " // 0.25 - almost off",
613
+ " // 0.00 - completely off",
614
+ " FxaaFloat fxaaQualitySubpix,",
615
+ " //",
616
+ " // Only used on FXAA Quality.",
617
+ " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
618
+ " // It is here now to allow easier tuning.",
619
+ " // The minimum amount of local contrast required to apply algorithm.",
620
+ " // 0.333 - too little (faster)",
621
+ " // 0.250 - low quality",
622
+ " // 0.166 - default",
623
+ " // 0.125 - high quality",
624
+ " // 0.063 - overkill (slower)",
625
+ " FxaaFloat fxaaQualityEdgeThreshold,",
626
+ " //",
627
+ " // Only used on FXAA Quality.",
628
+ " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
629
+ " // It is here now to allow easier tuning.",
630
+ " // Trims the algorithm from processing darks.",
631
+ " // 0.0833 - upper limit (default, the start of visible unfiltered edges)",
632
+ " // 0.0625 - high quality (faster)",
633
+ " // 0.0312 - visible limit (slower)",
634
+ " // Special notes when using FXAA_GREEN_AS_LUMA,",
635
+ " // Likely want to set this to zero.",
636
+ " // As colors that are mostly not-green",
637
+ " // will appear very dark in the green channel!",
638
+ " // Tune by looking at mostly non-green content,",
639
+ " // then start at zero and increase until aliasing is a problem.",
640
+ " FxaaFloat fxaaQualityEdgeThresholdMin,",
641
+ " //",
642
+ " // Only used on FXAA Console.",
643
+ " // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
644
+ " // It is here now to allow easier tuning.",
645
+ " // This does not effect PS3, as this needs to be compiled in.",
646
+ " // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
647
+ " // Due to the PS3 being ALU bound,",
648
+ " // there are only three safe values here: 2 and 4 and 8.",
649
+ " // These options use the shaders ability to a free *|/ by 2|4|8.",
650
+ " // For all other platforms can be a non-power of two.",
651
+ " // 8.0 is sharper (default!!!)",
652
+ " // 4.0 is softer",
653
+ " // 2.0 is really soft (good only for vector graphics inputs)",
654
+ " FxaaFloat fxaaConsoleEdgeSharpness,",
655
+ " //",
656
+ " // Only used on FXAA Console.",
657
+ " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
658
+ " // It is here now to allow easier tuning.",
659
+ " // This does not effect PS3, as this needs to be compiled in.",
660
+ " // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
661
+ " // Due to the PS3 being ALU bound,",
662
+ " // there are only two safe values here: 1/4 and 1/8.",
663
+ " // These options use the shaders ability to a free *|/ by 2|4|8.",
664
+ " // The console setting has a different mapping than the quality setting.",
665
+ " // Other platforms can use other values.",
666
+ " // 0.125 leaves less aliasing, but is softer (default!!!)",
667
+ " // 0.25 leaves more aliasing, and is sharper",
668
+ " FxaaFloat fxaaConsoleEdgeThreshold,",
669
+ " //",
670
+ " // Only used on FXAA Console.",
671
+ " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
672
+ " // It is here now to allow easier tuning.",
673
+ " // Trims the algorithm from processing darks.",
674
+ " // The console setting has a different mapping than the quality setting.",
675
+ " // This only applies when FXAA_EARLY_EXIT is 1.",
676
+ " // This does not apply to PS3,",
677
+ " // PS3 was simplified to avoid more shader instructions.",
678
+ " // 0.06 - faster but more aliasing in darks",
679
+ " // 0.05 - default",
680
+ " // 0.04 - slower and less aliasing in darks",
681
+ " // Special notes when using FXAA_GREEN_AS_LUMA,",
682
+ " // Likely want to set this to zero.",
683
+ " // As colors that are mostly not-green",
684
+ " // will appear very dark in the green channel!",
685
+ " // Tune by looking at mostly non-green content,",
686
+ " // then start at zero and increase until aliasing is a problem.",
687
+ " FxaaFloat fxaaConsoleEdgeThresholdMin,",
688
+ " //",
689
+ " // Extra constants for 360 FXAA Console only.",
690
+ " // Use zeros or anything else for other platforms.",
691
+ " // These must be in physical constant registers and NOT immediates.",
692
+ " // Immediates will result in compiler un-optimizing.",
693
+ " // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
694
+ " FxaaFloat4 fxaaConsole360ConstDir",
695
+ ") {",
696
+ "/*--------------------------------------------------------------------------*/",
697
+ " FxaaFloat2 posM;",
698
+ " posM.x = pos.x;",
699
+ " posM.y = pos.y;",
700
+ " #if (FXAA_GATHER4_ALPHA == 1)",
701
+ " #if (FXAA_DISCARD == 0)",
702
+ " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
703
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
704
+ " #define lumaM rgbyM.w",
705
+ " #else",
706
+ " #define lumaM rgbyM.y",
707
+ " #endif",
708
+ " #endif",
709
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
710
+ " FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
711
+ " FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
712
+ " #else",
713
+ " FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
714
+ " FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
715
+ " #endif",
716
+ " #if (FXAA_DISCARD == 1)",
717
+ " #define lumaM luma4A.w",
718
+ " #endif",
719
+ " #define lumaE luma4A.z",
720
+ " #define lumaS luma4A.x",
721
+ " #define lumaSE luma4A.y",
722
+ " #define lumaNW luma4B.w",
723
+ " #define lumaN luma4B.z",
724
+ " #define lumaW luma4B.x",
725
+ " #else",
726
+ " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
727
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
728
+ " #define lumaM rgbyM.w",
729
+ " #else",
730
+ " #define lumaM rgbyM.y",
731
+ " #endif",
732
+ " #if (FXAA_GLSL_100 == 1)",
733
+ " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
734
+ " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
735
+ " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
736
+ " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
737
+ " #else",
738
+ " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
739
+ " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
740
+ " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
741
+ " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
742
+ " #endif",
743
+ " #endif",
744
+ "/*--------------------------------------------------------------------------*/",
745
+ " FxaaFloat maxSM = max(lumaS, lumaM);",
746
+ " FxaaFloat minSM = min(lumaS, lumaM);",
747
+ " FxaaFloat maxESM = max(lumaE, maxSM);",
748
+ " FxaaFloat minESM = min(lumaE, minSM);",
749
+ " FxaaFloat maxWN = max(lumaN, lumaW);",
750
+ " FxaaFloat minWN = min(lumaN, lumaW);",
751
+ " FxaaFloat rangeMax = max(maxWN, maxESM);",
752
+ " FxaaFloat rangeMin = min(minWN, minESM);",
753
+ " FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
754
+ " FxaaFloat range = rangeMax - rangeMin;",
755
+ " FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
756
+ " FxaaBool earlyExit = range < rangeMaxClamped;",
757
+ "/*--------------------------------------------------------------------------*/",
758
+ " if(earlyExit)",
759
+ " #if (FXAA_DISCARD == 1)",
760
+ " FxaaDiscard;",
761
+ " #else",
762
+ " return rgbyM;",
763
+ " #endif",
764
+ "/*--------------------------------------------------------------------------*/",
765
+ " #if (FXAA_GATHER4_ALPHA == 0)",
766
+ " #if (FXAA_GLSL_100 == 1)",
767
+ " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
768
+ " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
769
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
770
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
771
+ " #else",
772
+ " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
773
+ " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
774
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
775
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
776
+ " #endif",
777
+ " #else",
778
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
779
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
780
+ " #endif",
781
+ "/*--------------------------------------------------------------------------*/",
782
+ " FxaaFloat lumaNS = lumaN + lumaS;",
783
+ " FxaaFloat lumaWE = lumaW + lumaE;",
784
+ " FxaaFloat subpixRcpRange = 1.0/range;",
785
+ " FxaaFloat subpixNSWE = lumaNS + lumaWE;",
786
+ " FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
787
+ " FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
788
+ "/*--------------------------------------------------------------------------*/",
789
+ " FxaaFloat lumaNESE = lumaNE + lumaSE;",
790
+ " FxaaFloat lumaNWNE = lumaNW + lumaNE;",
791
+ " FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
792
+ " FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
793
+ "/*--------------------------------------------------------------------------*/",
794
+ " FxaaFloat lumaNWSW = lumaNW + lumaSW;",
795
+ " FxaaFloat lumaSWSE = lumaSW + lumaSE;",
796
+ " FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
797
+ " FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
798
+ " FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
799
+ " FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
800
+ " FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
801
+ " FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
802
+ "/*--------------------------------------------------------------------------*/",
803
+ " FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
804
+ " FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
805
+ " FxaaBool horzSpan = edgeHorz >= edgeVert;",
806
+ " FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
807
+ "/*--------------------------------------------------------------------------*/",
808
+ " if(!horzSpan) lumaN = lumaW;",
809
+ " if(!horzSpan) lumaS = lumaE;",
810
+ " if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
811
+ " FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
812
+ "/*--------------------------------------------------------------------------*/",
813
+ " FxaaFloat gradientN = lumaN - lumaM;",
814
+ " FxaaFloat gradientS = lumaS - lumaM;",
815
+ " FxaaFloat lumaNN = lumaN + lumaM;",
816
+ " FxaaFloat lumaSS = lumaS + lumaM;",
817
+ " FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
818
+ " FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
819
+ " if(pairN) lengthSign = -lengthSign;",
820
+ " FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
821
+ "/*--------------------------------------------------------------------------*/",
822
+ " FxaaFloat2 posB;",
823
+ " posB.x = posM.x;",
824
+ " posB.y = posM.y;",
825
+ " FxaaFloat2 offNP;",
826
+ " offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
827
+ " offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
828
+ " if(!horzSpan) posB.x += lengthSign * 0.5;",
829
+ " if( horzSpan) posB.y += lengthSign * 0.5;",
830
+ "/*--------------------------------------------------------------------------*/",
831
+ " FxaaFloat2 posN;",
832
+ " posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
833
+ " posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
834
+ " FxaaFloat2 posP;",
835
+ " posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
836
+ " posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
837
+ " FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
838
+ " FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
839
+ " FxaaFloat subpixE = subpixC * subpixC;",
840
+ " FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
841
+ "/*--------------------------------------------------------------------------*/",
842
+ " if(!pairN) lumaNN = lumaSS;",
843
+ " FxaaFloat gradientScaled = gradient * 1.0/4.0;",
844
+ " FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
845
+ " FxaaFloat subpixF = subpixD * subpixE;",
846
+ " FxaaBool lumaMLTZero = lumaMM < 0.0;",
847
+ "/*--------------------------------------------------------------------------*/",
848
+ " lumaEndN -= lumaNN * 0.5;",
849
+ " lumaEndP -= lumaNN * 0.5;",
850
+ " FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
851
+ " FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
852
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
853
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
854
+ " FxaaBool doneNP = (!doneN) || (!doneP);",
855
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
856
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
857
+ "/*--------------------------------------------------------------------------*/",
858
+ " if(doneNP) {",
859
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
860
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
861
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
862
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
863
+ " doneN = abs(lumaEndN) >= gradientScaled;",
864
+ " doneP = abs(lumaEndP) >= gradientScaled;",
865
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
866
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
867
+ " doneNP = (!doneN) || (!doneP);",
868
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
869
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
870
+ "/*--------------------------------------------------------------------------*/",
871
+ " #if (FXAA_QUALITY_PS > 3)",
872
+ " if(doneNP) {",
873
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
874
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
875
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
876
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
877
+ " doneN = abs(lumaEndN) >= gradientScaled;",
878
+ " doneP = abs(lumaEndP) >= gradientScaled;",
879
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
880
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
881
+ " doneNP = (!doneN) || (!doneP);",
882
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
883
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
884
+ "/*--------------------------------------------------------------------------*/",
885
+ " #if (FXAA_QUALITY_PS > 4)",
886
+ " if(doneNP) {",
887
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
888
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
889
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
890
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
891
+ " doneN = abs(lumaEndN) >= gradientScaled;",
892
+ " doneP = abs(lumaEndP) >= gradientScaled;",
893
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
894
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
895
+ " doneNP = (!doneN) || (!doneP);",
896
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
897
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
898
+ "/*--------------------------------------------------------------------------*/",
899
+ " #if (FXAA_QUALITY_PS > 5)",
900
+ " if(doneNP) {",
901
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
902
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
903
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
904
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
905
+ " doneN = abs(lumaEndN) >= gradientScaled;",
906
+ " doneP = abs(lumaEndP) >= gradientScaled;",
907
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
908
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
909
+ " doneNP = (!doneN) || (!doneP);",
910
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
911
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
912
+ "/*--------------------------------------------------------------------------*/",
913
+ " #if (FXAA_QUALITY_PS > 6)",
914
+ " if(doneNP) {",
915
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
916
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
917
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
918
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
919
+ " doneN = abs(lumaEndN) >= gradientScaled;",
920
+ " doneP = abs(lumaEndP) >= gradientScaled;",
921
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
922
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
923
+ " doneNP = (!doneN) || (!doneP);",
924
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
925
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
926
+ "/*--------------------------------------------------------------------------*/",
927
+ " #if (FXAA_QUALITY_PS > 7)",
928
+ " if(doneNP) {",
929
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
930
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
931
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
932
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
933
+ " doneN = abs(lumaEndN) >= gradientScaled;",
934
+ " doneP = abs(lumaEndP) >= gradientScaled;",
935
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
936
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
937
+ " doneNP = (!doneN) || (!doneP);",
938
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
939
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
940
+ "/*--------------------------------------------------------------------------*/",
941
+ " #if (FXAA_QUALITY_PS > 8)",
942
+ " if(doneNP) {",
943
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
944
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
945
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
946
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
947
+ " doneN = abs(lumaEndN) >= gradientScaled;",
948
+ " doneP = abs(lumaEndP) >= gradientScaled;",
949
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
950
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
951
+ " doneNP = (!doneN) || (!doneP);",
952
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
953
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
954
+ "/*--------------------------------------------------------------------------*/",
955
+ " #if (FXAA_QUALITY_PS > 9)",
956
+ " if(doneNP) {",
957
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
958
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
959
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
960
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
961
+ " doneN = abs(lumaEndN) >= gradientScaled;",
962
+ " doneP = abs(lumaEndP) >= gradientScaled;",
963
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
964
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
965
+ " doneNP = (!doneN) || (!doneP);",
966
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
967
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
968
+ "/*--------------------------------------------------------------------------*/",
969
+ " #if (FXAA_QUALITY_PS > 10)",
970
+ " if(doneNP) {",
971
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
972
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
973
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
974
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
975
+ " doneN = abs(lumaEndN) >= gradientScaled;",
976
+ " doneP = abs(lumaEndP) >= gradientScaled;",
977
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
978
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
979
+ " doneNP = (!doneN) || (!doneP);",
980
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
981
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
982
+ "/*--------------------------------------------------------------------------*/",
983
+ " #if (FXAA_QUALITY_PS > 11)",
984
+ " if(doneNP) {",
985
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
986
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
987
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
988
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
989
+ " doneN = abs(lumaEndN) >= gradientScaled;",
990
+ " doneP = abs(lumaEndP) >= gradientScaled;",
991
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
992
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
993
+ " doneNP = (!doneN) || (!doneP);",
994
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
995
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
996
+ "/*--------------------------------------------------------------------------*/",
997
+ " #if (FXAA_QUALITY_PS > 12)",
998
+ " if(doneNP) {",
999
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
1000
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
1001
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
1002
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
1003
+ " doneN = abs(lumaEndN) >= gradientScaled;",
1004
+ " doneP = abs(lumaEndP) >= gradientScaled;",
1005
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
1006
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
1007
+ " doneNP = (!doneN) || (!doneP);",
1008
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
1009
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
1010
+ "/*--------------------------------------------------------------------------*/",
1011
+ " }",
1012
+ " #endif",
1013
+ "/*--------------------------------------------------------------------------*/",
1014
+ " }",
1015
+ " #endif",
1016
+ "/*--------------------------------------------------------------------------*/",
1017
+ " }",
1018
+ " #endif",
1019
+ "/*--------------------------------------------------------------------------*/",
1020
+ " }",
1021
+ " #endif",
1022
+ "/*--------------------------------------------------------------------------*/",
1023
+ " }",
1024
+ " #endif",
1025
+ "/*--------------------------------------------------------------------------*/",
1026
+ " }",
1027
+ " #endif",
1028
+ "/*--------------------------------------------------------------------------*/",
1029
+ " }",
1030
+ " #endif",
1031
+ "/*--------------------------------------------------------------------------*/",
1032
+ " }",
1033
+ " #endif",
1034
+ "/*--------------------------------------------------------------------------*/",
1035
+ " }",
1036
+ " #endif",
1037
+ "/*--------------------------------------------------------------------------*/",
1038
+ " }",
1039
+ " #endif",
1040
+ "/*--------------------------------------------------------------------------*/",
1041
+ " }",
1042
+ "/*--------------------------------------------------------------------------*/",
1043
+ " FxaaFloat dstN = posM.x - posN.x;",
1044
+ " FxaaFloat dstP = posP.x - posM.x;",
1045
+ " if(!horzSpan) dstN = posM.y - posN.y;",
1046
+ " if(!horzSpan) dstP = posP.y - posM.y;",
1047
+ "/*--------------------------------------------------------------------------*/",
1048
+ " FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
1049
+ " FxaaFloat spanLength = (dstP + dstN);",
1050
+ " FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
1051
+ " FxaaFloat spanLengthRcp = 1.0/spanLength;",
1052
+ "/*--------------------------------------------------------------------------*/",
1053
+ " FxaaBool directionN = dstN < dstP;",
1054
+ " FxaaFloat dst = min(dstN, dstP);",
1055
+ " FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
1056
+ " FxaaFloat subpixG = subpixF * subpixF;",
1057
+ " FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
1058
+ " FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
1059
+ "/*--------------------------------------------------------------------------*/",
1060
+ " FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
1061
+ " FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
1062
+ " if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
1063
+ " if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
1064
+ " #if (FXAA_DISCARD == 1)",
1065
+ " return FxaaTexTop(tex, posM);",
1066
+ " #else",
1067
+ " return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
1068
+ " #endif",
1069
+ "}",
1070
+ "/*==========================================================================*/",
1071
+ "#endif",
1072
+ "",
1073
+ "void main() {",
1074
+ " gl_FragColor = FxaaPixelShader(",
1075
+ " vUv,",
1076
+ " vec4(0.0),",
1077
+ " tDiffuse,",
1078
+ " tDiffuse,",
1079
+ " tDiffuse,",
1080
+ " resolution,",
1081
+ " vec4(0.0),",
1082
+ " vec4(0.0),",
1083
+ " vec4(0.0),",
1084
+ " 0.75,",
1085
+ " 0.166,",
1086
+ " 0.0833,",
1087
+ " 0.0,",
1088
+ " 0.0,",
1089
+ " 0.0,",
1090
+ " vec4(0.0)",
1091
+ " );",
1092
+ "",
1093
+ " // TODO avoid querying texture twice for same texel",
1094
+ " gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
1095
+ "}"
1096
+ ].join("\n")
21
1097
  };
22
-
23
- export { FXAAShader };
1098
+ exports.FXAAShader = FXAAShader;