three-stdlib 2.35.3 → 2.35.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
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  425. package/shaders/RGBShiftShader.cjs +33 -20
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  435. package/shaders/SMAAShader.js +358 -270
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  441. package/shaders/SSRShader.cjs +4 -4
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  443. package/shaders/SSRShader.js +4 -4
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  445. package/shaders/SepiaShader.cjs +36 -20
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  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
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  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
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  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
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  489. package/utils/GeometryCompressionUtils.cjs +2 -1
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  499. package/webxr/ARButton.d.ts +4 -3
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  502. package/webxr/OculusHandPointerModel.cjs +2 -2
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  506. package/webxr/VRButton.cjs +98 -95
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  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
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@@ -4,1096 +4,1105 @@ const THREE = require("three");
4
4
  const FXAAShader = {
5
5
  uniforms: {
6
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  tDiffuse: { value: null },
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- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
7
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
8
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  },
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"),
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- fragmentShader: [
17
- "precision highp float;",
18
- "",
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- "uniform sampler2D tDiffuse;",
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- "",
21
- "uniform vec2 resolution;",
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- "",
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- "varying vec2 vUv;",
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- "",
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- "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
26
- "",
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- "//----------------------------------------------------------------------------------",
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- "// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag",
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- "// SDK Version: v3.00",
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- "// Email: gameworks@nvidia.com",
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- "// Site: http://developer.nvidia.com/",
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- "//",
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- "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
34
- "//",
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- "// 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")
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ precision highp float;
26
+
27
+ uniform sampler2D tDiffuse;
28
+
29
+ uniform vec2 resolution;
30
+
31
+ varying vec2 vUv;
32
+
33
+ // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
34
+
35
+ //----------------------------------------------------------------------------------
36
+ // File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag
37
+ // SDK Version: v3.00
38
+ // Email: gameworks@nvidia.com
39
+ // Site: http://developer.nvidia.com/
40
+ //
41
+ // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
42
+ //
43
+ // Redistribution and use in source and binary forms, with or without
44
+ // modification, are permitted provided that the following conditions
45
+ // are met:
46
+ // * Redistributions of source code must retain the above copyright
47
+ // notice, this list of conditions and the following disclaimer.
48
+ // * Redistributions in binary form must reproduce the above copyright
49
+ // notice, this list of conditions and the following disclaimer in the
50
+ // documentation and/or other materials provided with the distribution.
51
+ // * Neither the name of NVIDIA CORPORATION nor the names of its
52
+ // contributors may be used to endorse or promote products derived
53
+ // from this software without specific prior written permission.
54
+ //
55
+ "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AS IS AND ANY",
56
+ // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
57
+ // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
58
+ // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
59
+ // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
60
+ // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
61
+ // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
62
+ // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
63
+ // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
64
+ // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
65
+ // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
66
+ //
67
+ //----------------------------------------------------------------------------------
68
+
69
+ #define FXAA_PC 1
70
+ #define FXAA_GLSL_100 1
71
+ #define FXAA_QUALITY_PRESET 12
72
+
73
+ #define FXAA_GREEN_AS_LUMA 1
74
+
75
+ /*--------------------------------------------------------------------------*/
76
+ #ifndef FXAA_PC_CONSOLE
77
+ //
78
+ // The console algorithm for PC is included
79
+ // for developers targeting really low spec machines.
80
+ // Likely better to just run FXAA_PC, and use a really low preset.
81
+ //
82
+ #define FXAA_PC_CONSOLE 0
83
+ #endif
84
+ /*--------------------------------------------------------------------------*/
85
+ #ifndef FXAA_GLSL_120
86
+ #define FXAA_GLSL_120 0
87
+ #endif
88
+ /*--------------------------------------------------------------------------*/
89
+ #ifndef FXAA_GLSL_130
90
+ #define FXAA_GLSL_130 0
91
+ #endif
92
+ /*--------------------------------------------------------------------------*/
93
+ #ifndef FXAA_HLSL_3
94
+ #define FXAA_HLSL_3 0
95
+ #endif
96
+ /*--------------------------------------------------------------------------*/
97
+ #ifndef FXAA_HLSL_4
98
+ #define FXAA_HLSL_4 0
99
+ #endif
100
+ /*--------------------------------------------------------------------------*/
101
+ #ifndef FXAA_HLSL_5
102
+ #define FXAA_HLSL_5 0
103
+ #endif
104
+ /*==========================================================================*/
105
+ #ifndef FXAA_GREEN_AS_LUMA
106
+ //
107
+ // For those using non-linear color,
108
+ // and either not able to get luma in alpha, or not wanting to,
109
+ // this enables FXAA to run using green as a proxy for luma.
110
+ // So with this enabled, no need to pack luma in alpha.
111
+ //
112
+ // This will turn off AA on anything which lacks some amount of green.
113
+ // Pure red and blue or combination of only R and B, will get no AA.
114
+ //
115
+ // Might want to lower the settings for both,
116
+ // fxaaConsoleEdgeThresholdMin
117
+ // fxaaQualityEdgeThresholdMin
118
+ // In order to insure AA does not get turned off on colors
119
+ // which contain a minor amount of green.
120
+ //
121
+ // 1 = On.
122
+ // 0 = Off.
123
+ //
124
+ #define FXAA_GREEN_AS_LUMA 0
125
+ #endif
126
+ /*--------------------------------------------------------------------------*/
127
+ #ifndef FXAA_EARLY_EXIT
128
+ //
129
+ " // Controls algorithms early exit path.",
130
+ // On PS3 turning this ON adds 2 cycles to the shader.
131
+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
132
+ // Turning this off on console will result in a more blurry image.
133
+ // So this defaults to on.
134
+ //
135
+ // 1 = On.
136
+ // 0 = Off.
137
+ //
138
+ #define FXAA_EARLY_EXIT 1
139
+ #endif
140
+ /*--------------------------------------------------------------------------*/
141
+ #ifndef FXAA_DISCARD
142
+ //
143
+ // Only valid for PC OpenGL currently.
144
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
145
+ //
146
+ " // 1 = Use discard on pixels which dont need AA.",
147
+ // For APIs which enable concurrent TEX+ROP from same surface.
148
+ " // 0 = Return unchanged color on pixels which dont need AA.",
149
+ //
150
+ #define FXAA_DISCARD 0
151
+ #endif
152
+ /*--------------------------------------------------------------------------*/
153
+ #ifndef FXAA_FAST_PIXEL_OFFSET
154
+ //
155
+ // Used for GLSL 120 only.
156
+ //
157
+ // 1 = GL API supports fast pixel offsets
158
+ // 0 = do not use fast pixel offsets
159
+ //
160
+ #ifdef GL_EXT_gpu_shader4
161
+ #define FXAA_FAST_PIXEL_OFFSET 1
162
+ #endif
163
+ #ifdef GL_NV_gpu_shader5
164
+ #define FXAA_FAST_PIXEL_OFFSET 1
165
+ #endif
166
+ #ifdef GL_ARB_gpu_shader5
167
+ #define FXAA_FAST_PIXEL_OFFSET 1
168
+ #endif
169
+ #ifndef FXAA_FAST_PIXEL_OFFSET
170
+ #define FXAA_FAST_PIXEL_OFFSET 0
171
+ #endif
172
+ #endif
173
+ /*--------------------------------------------------------------------------*/
174
+ #ifndef FXAA_GATHER4_ALPHA
175
+ //
176
+ // 1 = API supports gather4 on alpha channel.
177
+ // 0 = API does not support gather4 on alpha channel.
178
+ //
179
+ #if (FXAA_HLSL_5 == 1)
180
+ #define FXAA_GATHER4_ALPHA 1
181
+ #endif
182
+ #ifdef GL_ARB_gpu_shader5
183
+ #define FXAA_GATHER4_ALPHA 1
184
+ #endif
185
+ #ifdef GL_NV_gpu_shader5
186
+ #define FXAA_GATHER4_ALPHA 1
187
+ #endif
188
+ #ifndef FXAA_GATHER4_ALPHA
189
+ #define FXAA_GATHER4_ALPHA 0
190
+ #endif
191
+ #endif
192
+
193
+
194
+ /*============================================================================
195
+ FXAA QUALITY - TUNING KNOBS
196
+ ------------------------------------------------------------------------------
197
+ NOTE the other tuning knobs are now in the shader function inputs!
198
+ ============================================================================*/
199
+ #ifndef FXAA_QUALITY_PRESET
200
+ //
201
+ // Choose the quality preset.
202
+ // This needs to be compiled into the shader as it effects code.
203
+ // Best option to include multiple presets is to
204
+ // in each shader define the preset, then include this file.
205
+ //
206
+ // OPTIONS
207
+ // -----------------------------------------------------------------------
208
+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
209
+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
210
+ // 39 - no dither, very expensive
211
+ //
212
+ // NOTES
213
+ // -----------------------------------------------------------------------
214
+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
215
+ // 13 = about same speed as FXAA 3.9 and better than 12
216
+ // 23 = closest to FXAA 3.9 visually and performance wise
217
+ // _ = the lowest digit is directly related to performance
218
+ // _ = the highest digit is directly related to style
219
+ //
220
+ #define FXAA_QUALITY_PRESET 12
221
+ #endif
222
+
223
+
224
+ /*============================================================================
225
+
226
+ FXAA QUALITY - PRESETS
227
+
228
+ ============================================================================*/
229
+
230
+ /*============================================================================
231
+ FXAA QUALITY - MEDIUM DITHER PRESETS
232
+ ============================================================================*/
233
+ #if (FXAA_QUALITY_PRESET == 10)
234
+ #define FXAA_QUALITY_PS 3
235
+ #define FXAA_QUALITY_P0 1.5
236
+ #define FXAA_QUALITY_P1 3.0
237
+ #define FXAA_QUALITY_P2 12.0
238
+ #endif
239
+ /*--------------------------------------------------------------------------*/
240
+ #if (FXAA_QUALITY_PRESET == 11)
241
+ #define FXAA_QUALITY_PS 4
242
+ #define FXAA_QUALITY_P0 1.0
243
+ #define FXAA_QUALITY_P1 1.5
244
+ #define FXAA_QUALITY_P2 3.0
245
+ #define FXAA_QUALITY_P3 12.0
246
+ #endif
247
+ /*--------------------------------------------------------------------------*/
248
+ #if (FXAA_QUALITY_PRESET == 12)
249
+ #define FXAA_QUALITY_PS 5
250
+ #define FXAA_QUALITY_P0 1.0
251
+ #define FXAA_QUALITY_P1 1.5
252
+ #define FXAA_QUALITY_P2 2.0
253
+ #define FXAA_QUALITY_P3 4.0
254
+ #define FXAA_QUALITY_P4 12.0
255
+ #endif
256
+ /*--------------------------------------------------------------------------*/
257
+ #if (FXAA_QUALITY_PRESET == 13)
258
+ #define FXAA_QUALITY_PS 6
259
+ #define FXAA_QUALITY_P0 1.0
260
+ #define FXAA_QUALITY_P1 1.5
261
+ #define FXAA_QUALITY_P2 2.0
262
+ #define FXAA_QUALITY_P3 2.0
263
+ #define FXAA_QUALITY_P4 4.0
264
+ #define FXAA_QUALITY_P5 12.0
265
+ #endif
266
+ /*--------------------------------------------------------------------------*/
267
+ #if (FXAA_QUALITY_PRESET == 14)
268
+ #define FXAA_QUALITY_PS 7
269
+ #define FXAA_QUALITY_P0 1.0
270
+ #define FXAA_QUALITY_P1 1.5
271
+ #define FXAA_QUALITY_P2 2.0
272
+ #define FXAA_QUALITY_P3 2.0
273
+ #define FXAA_QUALITY_P4 2.0
274
+ #define FXAA_QUALITY_P5 4.0
275
+ #define FXAA_QUALITY_P6 12.0
276
+ #endif
277
+ /*--------------------------------------------------------------------------*/
278
+ #if (FXAA_QUALITY_PRESET == 15)
279
+ #define FXAA_QUALITY_PS 8
280
+ #define FXAA_QUALITY_P0 1.0
281
+ #define FXAA_QUALITY_P1 1.5
282
+ #define FXAA_QUALITY_P2 2.0
283
+ #define FXAA_QUALITY_P3 2.0
284
+ #define FXAA_QUALITY_P4 2.0
285
+ #define FXAA_QUALITY_P5 2.0
286
+ #define FXAA_QUALITY_P6 4.0
287
+ #define FXAA_QUALITY_P7 12.0
288
+ #endif
289
+
290
+ /*============================================================================
291
+ FXAA QUALITY - LOW DITHER PRESETS
292
+ ============================================================================*/
293
+ #if (FXAA_QUALITY_PRESET == 20)
294
+ #define FXAA_QUALITY_PS 3
295
+ #define FXAA_QUALITY_P0 1.5
296
+ #define FXAA_QUALITY_P1 2.0
297
+ #define FXAA_QUALITY_P2 8.0
298
+ #endif
299
+ /*--------------------------------------------------------------------------*/
300
+ #if (FXAA_QUALITY_PRESET == 21)
301
+ #define FXAA_QUALITY_PS 4
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 8.0
306
+ #endif
307
+ /*--------------------------------------------------------------------------*/
308
+ #if (FXAA_QUALITY_PRESET == 22)
309
+ #define FXAA_QUALITY_PS 5
310
+ #define FXAA_QUALITY_P0 1.0
311
+ #define FXAA_QUALITY_P1 1.5
312
+ #define FXAA_QUALITY_P2 2.0
313
+ #define FXAA_QUALITY_P3 2.0
314
+ #define FXAA_QUALITY_P4 8.0
315
+ #endif
316
+ /*--------------------------------------------------------------------------*/
317
+ #if (FXAA_QUALITY_PRESET == 23)
318
+ #define FXAA_QUALITY_PS 6
319
+ #define FXAA_QUALITY_P0 1.0
320
+ #define FXAA_QUALITY_P1 1.5
321
+ #define FXAA_QUALITY_P2 2.0
322
+ #define FXAA_QUALITY_P3 2.0
323
+ #define FXAA_QUALITY_P4 2.0
324
+ #define FXAA_QUALITY_P5 8.0
325
+ #endif
326
+ /*--------------------------------------------------------------------------*/
327
+ #if (FXAA_QUALITY_PRESET == 24)
328
+ #define FXAA_QUALITY_PS 7
329
+ #define FXAA_QUALITY_P0 1.0
330
+ #define FXAA_QUALITY_P1 1.5
331
+ #define FXAA_QUALITY_P2 2.0
332
+ #define FXAA_QUALITY_P3 2.0
333
+ #define FXAA_QUALITY_P4 2.0
334
+ #define FXAA_QUALITY_P5 3.0
335
+ #define FXAA_QUALITY_P6 8.0
336
+ #endif
337
+ /*--------------------------------------------------------------------------*/
338
+ #if (FXAA_QUALITY_PRESET == 25)
339
+ #define FXAA_QUALITY_PS 8
340
+ #define FXAA_QUALITY_P0 1.0
341
+ #define FXAA_QUALITY_P1 1.5
342
+ #define FXAA_QUALITY_P2 2.0
343
+ #define FXAA_QUALITY_P3 2.0
344
+ #define FXAA_QUALITY_P4 2.0
345
+ #define FXAA_QUALITY_P5 2.0
346
+ #define FXAA_QUALITY_P6 4.0
347
+ #define FXAA_QUALITY_P7 8.0
348
+ #endif
349
+ /*--------------------------------------------------------------------------*/
350
+ #if (FXAA_QUALITY_PRESET == 26)
351
+ #define FXAA_QUALITY_PS 9
352
+ #define FXAA_QUALITY_P0 1.0
353
+ #define FXAA_QUALITY_P1 1.5
354
+ #define FXAA_QUALITY_P2 2.0
355
+ #define FXAA_QUALITY_P3 2.0
356
+ #define FXAA_QUALITY_P4 2.0
357
+ #define FXAA_QUALITY_P5 2.0
358
+ #define FXAA_QUALITY_P6 2.0
359
+ #define FXAA_QUALITY_P7 4.0
360
+ #define FXAA_QUALITY_P8 8.0
361
+ #endif
362
+ /*--------------------------------------------------------------------------*/
363
+ #if (FXAA_QUALITY_PRESET == 27)
364
+ #define FXAA_QUALITY_PS 10
365
+ #define FXAA_QUALITY_P0 1.0
366
+ #define FXAA_QUALITY_P1 1.5
367
+ #define FXAA_QUALITY_P2 2.0
368
+ #define FXAA_QUALITY_P3 2.0
369
+ #define FXAA_QUALITY_P4 2.0
370
+ #define FXAA_QUALITY_P5 2.0
371
+ #define FXAA_QUALITY_P6 2.0
372
+ #define FXAA_QUALITY_P7 2.0
373
+ #define FXAA_QUALITY_P8 4.0
374
+ #define FXAA_QUALITY_P9 8.0
375
+ #endif
376
+ /*--------------------------------------------------------------------------*/
377
+ #if (FXAA_QUALITY_PRESET == 28)
378
+ #define FXAA_QUALITY_PS 11
379
+ #define FXAA_QUALITY_P0 1.0
380
+ #define FXAA_QUALITY_P1 1.5
381
+ #define FXAA_QUALITY_P2 2.0
382
+ #define FXAA_QUALITY_P3 2.0
383
+ #define FXAA_QUALITY_P4 2.0
384
+ #define FXAA_QUALITY_P5 2.0
385
+ #define FXAA_QUALITY_P6 2.0
386
+ #define FXAA_QUALITY_P7 2.0
387
+ #define FXAA_QUALITY_P8 2.0
388
+ #define FXAA_QUALITY_P9 4.0
389
+ #define FXAA_QUALITY_P10 8.0
390
+ #endif
391
+ /*--------------------------------------------------------------------------*/
392
+ #if (FXAA_QUALITY_PRESET == 29)
393
+ #define FXAA_QUALITY_PS 12
394
+ #define FXAA_QUALITY_P0 1.0
395
+ #define FXAA_QUALITY_P1 1.5
396
+ #define FXAA_QUALITY_P2 2.0
397
+ #define FXAA_QUALITY_P3 2.0
398
+ #define FXAA_QUALITY_P4 2.0
399
+ #define FXAA_QUALITY_P5 2.0
400
+ #define FXAA_QUALITY_P6 2.0
401
+ #define FXAA_QUALITY_P7 2.0
402
+ #define FXAA_QUALITY_P8 2.0
403
+ #define FXAA_QUALITY_P9 2.0
404
+ #define FXAA_QUALITY_P10 4.0
405
+ #define FXAA_QUALITY_P11 8.0
406
+ #endif
407
+
408
+ /*============================================================================
409
+ FXAA QUALITY - EXTREME QUALITY
410
+ ============================================================================*/
411
+ #if (FXAA_QUALITY_PRESET == 39)
412
+ #define FXAA_QUALITY_PS 12
413
+ #define FXAA_QUALITY_P0 1.0
414
+ #define FXAA_QUALITY_P1 1.0
415
+ #define FXAA_QUALITY_P2 1.0
416
+ #define FXAA_QUALITY_P3 1.0
417
+ #define FXAA_QUALITY_P4 1.0
418
+ #define FXAA_QUALITY_P5 1.5
419
+ #define FXAA_QUALITY_P6 2.0
420
+ #define FXAA_QUALITY_P7 2.0
421
+ #define FXAA_QUALITY_P8 2.0
422
+ #define FXAA_QUALITY_P9 2.0
423
+ #define FXAA_QUALITY_P10 4.0
424
+ #define FXAA_QUALITY_P11 8.0
425
+ #endif
426
+
427
+
428
+
429
+ /*============================================================================
430
+
431
+ API PORTING
432
+
433
+ ============================================================================*/
434
+ #if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
435
+ #define FxaaBool bool
436
+ #define FxaaDiscard discard
437
+ #define FxaaFloat float
438
+ #define FxaaFloat2 vec2
439
+ #define FxaaFloat3 vec3
440
+ #define FxaaFloat4 vec4
441
+ #define FxaaHalf float
442
+ #define FxaaHalf2 vec2
443
+ #define FxaaHalf3 vec3
444
+ #define FxaaHalf4 vec4
445
+ #define FxaaInt2 ivec2
446
+ #define FxaaSat(x) clamp(x, 0.0, 1.0)
447
+ #define FxaaTex sampler2D
448
+ #else
449
+ #define FxaaBool bool
450
+ #define FxaaDiscard clip(-1)
451
+ #define FxaaFloat float
452
+ #define FxaaFloat2 float2
453
+ #define FxaaFloat3 float3
454
+ #define FxaaFloat4 float4
455
+ #define FxaaHalf half
456
+ #define FxaaHalf2 half2
457
+ #define FxaaHalf3 half3
458
+ #define FxaaHalf4 half4
459
+ #define FxaaSat(x) saturate(x)
460
+ #endif
461
+ /*--------------------------------------------------------------------------*/
462
+ #if (FXAA_GLSL_100 == 1)
463
+ #define FxaaTexTop(t, p) texture2D(t, p, 0.0)
464
+ #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)
465
+ #endif
466
+ /*--------------------------------------------------------------------------*/
467
+ #if (FXAA_GLSL_120 == 1)
468
+ // Requires,
469
+ // #version 120
470
+ // And at least,
471
+ // #extension GL_EXT_gpu_shader4 : enable
472
+ // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
473
+ #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
474
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
475
+ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
476
+ #else
477
+ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
478
+ #endif
479
+ #if (FXAA_GATHER4_ALPHA == 1)
480
+ // use #extension GL_ARB_gpu_shader5 : enable
481
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
482
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
483
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
484
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
485
+ #endif
486
+ #endif
487
+ /*--------------------------------------------------------------------------*/
488
+ #if (FXAA_GLSL_130 == 1)
489
+ // Requires "#version 130" or better
490
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
491
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
492
+ #if (FXAA_GATHER4_ALPHA == 1)
493
+ // use #extension GL_ARB_gpu_shader5 : enable
494
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
495
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
496
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
497
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
498
+ #endif
499
+ #endif
500
+ /*--------------------------------------------------------------------------*/
501
+ #if (FXAA_HLSL_3 == 1)
502
+ #define FxaaInt2 float2
503
+ #define FxaaTex sampler2D
504
+ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
505
+ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
506
+ #endif
507
+ /*--------------------------------------------------------------------------*/
508
+ #if (FXAA_HLSL_4 == 1)
509
+ #define FxaaInt2 int2
510
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
511
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
512
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
513
+ #endif
514
+ /*--------------------------------------------------------------------------*/
515
+ #if (FXAA_HLSL_5 == 1)
516
+ #define FxaaInt2 int2
517
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
518
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
519
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
520
+ #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
521
+ #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
522
+ #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
523
+ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
524
+ #endif
525
+
526
+
527
+ /*============================================================================
528
+ GREEN AS LUMA OPTION SUPPORT FUNCTION
529
+ ============================================================================*/
530
+ #if (FXAA_GREEN_AS_LUMA == 0)
531
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
532
+ #else
533
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
534
+ #endif
535
+
536
+
537
+
538
+
539
+ /*============================================================================
540
+
541
+ FXAA3 QUALITY - PC
542
+
543
+ ============================================================================*/
544
+ #if (FXAA_PC == 1)
545
+ /*--------------------------------------------------------------------------*/
546
+ FxaaFloat4 FxaaPixelShader(
547
+ //
548
+ // Use noperspective interpolation here (turn off perspective interpolation).
549
+ // {xy} = center of pixel
550
+ FxaaFloat2 pos,
551
+ //
552
+ // Used only for FXAA Console, and not used on the 360 version.
553
+ // Use noperspective interpolation here (turn off perspective interpolation).
554
+ // {xy_} = upper left of pixel
555
+ // {_zw} = lower right of pixel
556
+ FxaaFloat4 fxaaConsolePosPos,
557
+ //
558
+ // Input color texture.
559
+ // {rgb_} = color in linear or perceptual color space
560
+ // if (FXAA_GREEN_AS_LUMA == 0)
561
+ // {__a} = luma in perceptual color space (not linear)
562
+ FxaaTex tex,
563
+ //
564
+ // Only used on the optimized 360 version of FXAA Console.
565
+ // For everything but 360, just use the same input here as for "tex".
566
+ // For 360, same texture, just alias with a 2nd sampler.
567
+ // This sampler needs to have an exponent bias of -1.
568
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
569
+ //
570
+ // Only used on the optimized 360 version of FXAA Console.
571
+ // For everything but 360, just use the same input here as for "tex".
572
+ // For 360, same texture, just alias with a 3nd sampler.
573
+ // This sampler needs to have an exponent bias of -2.
574
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
575
+ //
576
+ // Only used on FXAA Quality.
577
+ // This must be from a constant/uniform.
578
+ // {x_} = 1.0/screenWidthInPixels
579
+ // {_y} = 1.0/screenHeightInPixels
580
+ FxaaFloat2 fxaaQualityRcpFrame,
581
+ //
582
+ // Only used on FXAA Console.
583
+ // This must be from a constant/uniform.
584
+ // This effects sub-pixel AA quality and inversely sharpness.
585
+ // Where N ranges between,
586
+ // N = 0.50 (default)
587
+ // N = 0.33 (sharper)
588
+ // {x__} = -N/screenWidthInPixels
589
+ // {_y_} = -N/screenHeightInPixels
590
+ // {_z_} = N/screenWidthInPixels
591
+ // {__w} = N/screenHeightInPixels
592
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
593
+ //
594
+ // Only used on FXAA Console.
595
+ // Not used on 360, but used on PS3 and PC.
596
+ // This must be from a constant/uniform.
597
+ // {x__} = -2.0/screenWidthInPixels
598
+ // {_y_} = -2.0/screenHeightInPixels
599
+ // {_z_} = 2.0/screenWidthInPixels
600
+ // {__w} = 2.0/screenHeightInPixels
601
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
602
+ //
603
+ // Only used on FXAA Console.
604
+ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
605
+ // This must be from a constant/uniform.
606
+ // {x__} = 8.0/screenWidthInPixels
607
+ // {_y_} = 8.0/screenHeightInPixels
608
+ // {_z_} = -4.0/screenWidthInPixels
609
+ // {__w} = -4.0/screenHeightInPixels
610
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
611
+ //
612
+ // Only used on FXAA Quality.
613
+ // This used to be the FXAA_QUALITY_SUBPIX define.
614
+ // It is here now to allow easier tuning.
615
+ // Choose the amount of sub-pixel aliasing removal.
616
+ // This can effect sharpness.
617
+ // 1.00 - upper limit (softer)
618
+ // 0.75 - default amount of filtering
619
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
620
+ // 0.25 - almost off
621
+ // 0.00 - completely off
622
+ FxaaFloat fxaaQualitySubpix,
623
+ //
624
+ // Only used on FXAA Quality.
625
+ // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
626
+ // It is here now to allow easier tuning.
627
+ // The minimum amount of local contrast required to apply algorithm.
628
+ // 0.333 - too little (faster)
629
+ // 0.250 - low quality
630
+ // 0.166 - default
631
+ // 0.125 - high quality
632
+ // 0.063 - overkill (slower)
633
+ FxaaFloat fxaaQualityEdgeThreshold,
634
+ //
635
+ // Only used on FXAA Quality.
636
+ // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
637
+ // It is here now to allow easier tuning.
638
+ // Trims the algorithm from processing darks.
639
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
640
+ // 0.0625 - high quality (faster)
641
+ // 0.0312 - visible limit (slower)
642
+ // Special notes when using FXAA_GREEN_AS_LUMA,
643
+ // Likely want to set this to zero.
644
+ // As colors that are mostly not-green
645
+ // will appear very dark in the green channel!
646
+ // Tune by looking at mostly non-green content,
647
+ // then start at zero and increase until aliasing is a problem.
648
+ FxaaFloat fxaaQualityEdgeThresholdMin,
649
+ //
650
+ // Only used on FXAA Console.
651
+ // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
652
+ // It is here now to allow easier tuning.
653
+ // This does not effect PS3, as this needs to be compiled in.
654
+ // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
655
+ // Due to the PS3 being ALU bound,
656
+ // there are only three safe values here: 2 and 4 and 8.
657
+ // These options use the shaders ability to a free *|/ by 2|4|8.
658
+ // For all other platforms can be a non-power of two.
659
+ // 8.0 is sharper (default!!!)
660
+ // 4.0 is softer
661
+ // 2.0 is really soft (good only for vector graphics inputs)
662
+ FxaaFloat fxaaConsoleEdgeSharpness,
663
+ //
664
+ // Only used on FXAA Console.
665
+ // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
666
+ // It is here now to allow easier tuning.
667
+ // This does not effect PS3, as this needs to be compiled in.
668
+ // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
669
+ // Due to the PS3 being ALU bound,
670
+ // there are only two safe values here: 1/4 and 1/8.
671
+ // These options use the shaders ability to a free *|/ by 2|4|8.
672
+ // The console setting has a different mapping than the quality setting.
673
+ // Other platforms can use other values.
674
+ // 0.125 leaves less aliasing, but is softer (default!!!)
675
+ // 0.25 leaves more aliasing, and is sharper
676
+ FxaaFloat fxaaConsoleEdgeThreshold,
677
+ //
678
+ // Only used on FXAA Console.
679
+ // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
680
+ // It is here now to allow easier tuning.
681
+ // Trims the algorithm from processing darks.
682
+ // The console setting has a different mapping than the quality setting.
683
+ // This only applies when FXAA_EARLY_EXIT is 1.
684
+ // This does not apply to PS3,
685
+ // PS3 was simplified to avoid more shader instructions.
686
+ // 0.06 - faster but more aliasing in darks
687
+ // 0.05 - default
688
+ // 0.04 - slower and less aliasing in darks
689
+ // Special notes when using FXAA_GREEN_AS_LUMA,
690
+ // Likely want to set this to zero.
691
+ // As colors that are mostly not-green
692
+ // will appear very dark in the green channel!
693
+ // Tune by looking at mostly non-green content,
694
+ // then start at zero and increase until aliasing is a problem.
695
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
696
+ //
697
+ // Extra constants for 360 FXAA Console only.
698
+ // Use zeros or anything else for other platforms.
699
+ // These must be in physical constant registers and NOT immediates.
700
+ // Immediates will result in compiler un-optimizing.
701
+ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
702
+ FxaaFloat4 fxaaConsole360ConstDir
703
+ ) {
704
+ /*--------------------------------------------------------------------------*/
705
+ FxaaFloat2 posM;
706
+ posM.x = pos.x;
707
+ posM.y = pos.y;
708
+ #if (FXAA_GATHER4_ALPHA == 1)
709
+ #if (FXAA_DISCARD == 0)
710
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
711
+ #if (FXAA_GREEN_AS_LUMA == 0)
712
+ #define lumaM rgbyM.w
713
+ #else
714
+ #define lumaM rgbyM.y
715
+ #endif
716
+ #endif
717
+ #if (FXAA_GREEN_AS_LUMA == 0)
718
+ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
719
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
720
+ #else
721
+ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
722
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
723
+ #endif
724
+ #if (FXAA_DISCARD == 1)
725
+ #define lumaM luma4A.w
726
+ #endif
727
+ #define lumaE luma4A.z
728
+ #define lumaS luma4A.x
729
+ #define lumaSE luma4A.y
730
+ #define lumaNW luma4B.w
731
+ #define lumaN luma4B.z
732
+ #define lumaW luma4B.x
733
+ #else
734
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
735
+ #if (FXAA_GREEN_AS_LUMA == 0)
736
+ #define lumaM rgbyM.w
737
+ #else
738
+ #define lumaM rgbyM.y
739
+ #endif
740
+ #if (FXAA_GLSL_100 == 1)
741
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));
742
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));
743
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));
744
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));
745
+ #else
746
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
747
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
748
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
749
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
750
+ #endif
751
+ #endif
752
+ /*--------------------------------------------------------------------------*/
753
+ FxaaFloat maxSM = max(lumaS, lumaM);
754
+ FxaaFloat minSM = min(lumaS, lumaM);
755
+ FxaaFloat maxESM = max(lumaE, maxSM);
756
+ FxaaFloat minESM = min(lumaE, minSM);
757
+ FxaaFloat maxWN = max(lumaN, lumaW);
758
+ FxaaFloat minWN = min(lumaN, lumaW);
759
+ FxaaFloat rangeMax = max(maxWN, maxESM);
760
+ FxaaFloat rangeMin = min(minWN, minESM);
761
+ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
762
+ FxaaFloat range = rangeMax - rangeMin;
763
+ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
764
+ FxaaBool earlyExit = range < rangeMaxClamped;
765
+ /*--------------------------------------------------------------------------*/
766
+ if(earlyExit)
767
+ #if (FXAA_DISCARD == 1)
768
+ FxaaDiscard;
769
+ #else
770
+ return rgbyM;
771
+ #endif
772
+ /*--------------------------------------------------------------------------*/
773
+ #if (FXAA_GATHER4_ALPHA == 0)
774
+ #if (FXAA_GLSL_100 == 1)
775
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));
776
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));
777
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));
778
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));
779
+ #else
780
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
781
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
782
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
783
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
784
+ #endif
785
+ #else
786
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
787
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
788
+ #endif
789
+ /*--------------------------------------------------------------------------*/
790
+ FxaaFloat lumaNS = lumaN + lumaS;
791
+ FxaaFloat lumaWE = lumaW + lumaE;
792
+ FxaaFloat subpixRcpRange = 1.0/range;
793
+ FxaaFloat subpixNSWE = lumaNS + lumaWE;
794
+ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
795
+ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
796
+ /*--------------------------------------------------------------------------*/
797
+ FxaaFloat lumaNESE = lumaNE + lumaSE;
798
+ FxaaFloat lumaNWNE = lumaNW + lumaNE;
799
+ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
800
+ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
801
+ /*--------------------------------------------------------------------------*/
802
+ FxaaFloat lumaNWSW = lumaNW + lumaSW;
803
+ FxaaFloat lumaSWSE = lumaSW + lumaSE;
804
+ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
805
+ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
806
+ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
807
+ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
808
+ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
809
+ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
810
+ /*--------------------------------------------------------------------------*/
811
+ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
812
+ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
813
+ FxaaBool horzSpan = edgeHorz >= edgeVert;
814
+ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
815
+ /*--------------------------------------------------------------------------*/
816
+ if(!horzSpan) lumaN = lumaW;
817
+ if(!horzSpan) lumaS = lumaE;
818
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
819
+ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
820
+ /*--------------------------------------------------------------------------*/
821
+ FxaaFloat gradientN = lumaN - lumaM;
822
+ FxaaFloat gradientS = lumaS - lumaM;
823
+ FxaaFloat lumaNN = lumaN + lumaM;
824
+ FxaaFloat lumaSS = lumaS + lumaM;
825
+ FxaaBool pairN = abs(gradientN) >= abs(gradientS);
826
+ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
827
+ if(pairN) lengthSign = -lengthSign;
828
+ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
829
+ /*--------------------------------------------------------------------------*/
830
+ FxaaFloat2 posB;
831
+ posB.x = posM.x;
832
+ posB.y = posM.y;
833
+ FxaaFloat2 offNP;
834
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
835
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
836
+ if(!horzSpan) posB.x += lengthSign * 0.5;
837
+ if( horzSpan) posB.y += lengthSign * 0.5;
838
+ /*--------------------------------------------------------------------------*/
839
+ FxaaFloat2 posN;
840
+ posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
841
+ posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
842
+ FxaaFloat2 posP;
843
+ posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
844
+ posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
845
+ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
846
+ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
847
+ FxaaFloat subpixE = subpixC * subpixC;
848
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
849
+ /*--------------------------------------------------------------------------*/
850
+ if(!pairN) lumaNN = lumaSS;
851
+ FxaaFloat gradientScaled = gradient * 1.0/4.0;
852
+ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
853
+ FxaaFloat subpixF = subpixD * subpixE;
854
+ FxaaBool lumaMLTZero = lumaMM < 0.0;
855
+ /*--------------------------------------------------------------------------*/
856
+ lumaEndN -= lumaNN * 0.5;
857
+ lumaEndP -= lumaNN * 0.5;
858
+ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
859
+ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
860
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
861
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
862
+ FxaaBool doneNP = (!doneN) || (!doneP);
863
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
864
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
865
+ /*--------------------------------------------------------------------------*/
866
+ if(doneNP) {
867
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
868
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
869
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
870
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
871
+ doneN = abs(lumaEndN) >= gradientScaled;
872
+ doneP = abs(lumaEndP) >= gradientScaled;
873
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
874
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
875
+ doneNP = (!doneN) || (!doneP);
876
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
877
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
878
+ /*--------------------------------------------------------------------------*/
879
+ #if (FXAA_QUALITY_PS > 3)
880
+ if(doneNP) {
881
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
882
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
883
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
884
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
885
+ doneN = abs(lumaEndN) >= gradientScaled;
886
+ doneP = abs(lumaEndP) >= gradientScaled;
887
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
888
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
889
+ doneNP = (!doneN) || (!doneP);
890
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
891
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
892
+ /*--------------------------------------------------------------------------*/
893
+ #if (FXAA_QUALITY_PS > 4)
894
+ if(doneNP) {
895
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
896
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
897
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
898
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
899
+ doneN = abs(lumaEndN) >= gradientScaled;
900
+ doneP = abs(lumaEndP) >= gradientScaled;
901
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
902
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
903
+ doneNP = (!doneN) || (!doneP);
904
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
905
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
906
+ /*--------------------------------------------------------------------------*/
907
+ #if (FXAA_QUALITY_PS > 5)
908
+ if(doneNP) {
909
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
910
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
911
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
912
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
913
+ doneN = abs(lumaEndN) >= gradientScaled;
914
+ doneP = abs(lumaEndP) >= gradientScaled;
915
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
916
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
917
+ doneNP = (!doneN) || (!doneP);
918
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
919
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
920
+ /*--------------------------------------------------------------------------*/
921
+ #if (FXAA_QUALITY_PS > 6)
922
+ if(doneNP) {
923
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
924
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
925
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
926
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
927
+ doneN = abs(lumaEndN) >= gradientScaled;
928
+ doneP = abs(lumaEndP) >= gradientScaled;
929
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
930
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
931
+ doneNP = (!doneN) || (!doneP);
932
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
933
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
934
+ /*--------------------------------------------------------------------------*/
935
+ #if (FXAA_QUALITY_PS > 7)
936
+ if(doneNP) {
937
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
938
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
939
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
940
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
941
+ doneN = abs(lumaEndN) >= gradientScaled;
942
+ doneP = abs(lumaEndP) >= gradientScaled;
943
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
944
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
945
+ doneNP = (!doneN) || (!doneP);
946
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
947
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
948
+ /*--------------------------------------------------------------------------*/
949
+ #if (FXAA_QUALITY_PS > 8)
950
+ if(doneNP) {
951
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
952
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
953
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
954
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
955
+ doneN = abs(lumaEndN) >= gradientScaled;
956
+ doneP = abs(lumaEndP) >= gradientScaled;
957
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
958
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
959
+ doneNP = (!doneN) || (!doneP);
960
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
961
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
962
+ /*--------------------------------------------------------------------------*/
963
+ #if (FXAA_QUALITY_PS > 9)
964
+ if(doneNP) {
965
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
966
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
967
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
968
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
969
+ doneN = abs(lumaEndN) >= gradientScaled;
970
+ doneP = abs(lumaEndP) >= gradientScaled;
971
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
972
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
973
+ doneNP = (!doneN) || (!doneP);
974
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
975
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
976
+ /*--------------------------------------------------------------------------*/
977
+ #if (FXAA_QUALITY_PS > 10)
978
+ if(doneNP) {
979
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
980
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
981
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
982
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
983
+ doneN = abs(lumaEndN) >= gradientScaled;
984
+ doneP = abs(lumaEndP) >= gradientScaled;
985
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
986
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
987
+ doneNP = (!doneN) || (!doneP);
988
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
989
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
990
+ /*--------------------------------------------------------------------------*/
991
+ #if (FXAA_QUALITY_PS > 11)
992
+ if(doneNP) {
993
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
994
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
995
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
996
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
997
+ doneN = abs(lumaEndN) >= gradientScaled;
998
+ doneP = abs(lumaEndP) >= gradientScaled;
999
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
1000
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
1001
+ doneNP = (!doneN) || (!doneP);
1002
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
1003
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
1004
+ /*--------------------------------------------------------------------------*/
1005
+ #if (FXAA_QUALITY_PS > 12)
1006
+ if(doneNP) {
1007
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
1008
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
1009
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
1010
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
1011
+ doneN = abs(lumaEndN) >= gradientScaled;
1012
+ doneP = abs(lumaEndP) >= gradientScaled;
1013
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
1014
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
1015
+ doneNP = (!doneN) || (!doneP);
1016
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
1017
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
1018
+ /*--------------------------------------------------------------------------*/
1019
+ }
1020
+ #endif
1021
+ /*--------------------------------------------------------------------------*/
1022
+ }
1023
+ #endif
1024
+ /*--------------------------------------------------------------------------*/
1025
+ }
1026
+ #endif
1027
+ /*--------------------------------------------------------------------------*/
1028
+ }
1029
+ #endif
1030
+ /*--------------------------------------------------------------------------*/
1031
+ }
1032
+ #endif
1033
+ /*--------------------------------------------------------------------------*/
1034
+ }
1035
+ #endif
1036
+ /*--------------------------------------------------------------------------*/
1037
+ }
1038
+ #endif
1039
+ /*--------------------------------------------------------------------------*/
1040
+ }
1041
+ #endif
1042
+ /*--------------------------------------------------------------------------*/
1043
+ }
1044
+ #endif
1045
+ /*--------------------------------------------------------------------------*/
1046
+ }
1047
+ #endif
1048
+ /*--------------------------------------------------------------------------*/
1049
+ }
1050
+ /*--------------------------------------------------------------------------*/
1051
+ FxaaFloat dstN = posM.x - posN.x;
1052
+ FxaaFloat dstP = posP.x - posM.x;
1053
+ if(!horzSpan) dstN = posM.y - posN.y;
1054
+ if(!horzSpan) dstP = posP.y - posM.y;
1055
+ /*--------------------------------------------------------------------------*/
1056
+ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
1057
+ FxaaFloat spanLength = (dstP + dstN);
1058
+ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
1059
+ FxaaFloat spanLengthRcp = 1.0/spanLength;
1060
+ /*--------------------------------------------------------------------------*/
1061
+ FxaaBool directionN = dstN < dstP;
1062
+ FxaaFloat dst = min(dstN, dstP);
1063
+ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
1064
+ FxaaFloat subpixG = subpixF * subpixF;
1065
+ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
1066
+ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
1067
+ /*--------------------------------------------------------------------------*/
1068
+ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
1069
+ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
1070
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
1071
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
1072
+ #if (FXAA_DISCARD == 1)
1073
+ return FxaaTexTop(tex, posM);
1074
+ #else
1075
+ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
1076
+ #endif
1077
+ }
1078
+ /*==========================================================================*/
1079
+ #endif
1080
+
1081
+ void main() {
1082
+ gl_FragColor = FxaaPixelShader(
1083
+ vUv,
1084
+ vec4(0.0),
1085
+ tDiffuse,
1086
+ tDiffuse,
1087
+ tDiffuse,
1088
+ resolution,
1089
+ vec4(0.0),
1090
+ vec4(0.0),
1091
+ vec4(0.0),
1092
+ 0.75,
1093
+ 0.166,
1094
+ 0.0833,
1095
+ 0.0,
1096
+ 0.0,
1097
+ 0.0,
1098
+ vec4(0.0)
1099
+ );
1100
+
1101
+ // TODO avoid querying texture twice for same texel
1102
+ gl_FragColor.a = texture2D(tDiffuse, vUv).a;
1103
+ }
1104
+ `
1105
+ )
1097
1106
  };
1098
1107
  exports.FXAAShader = FXAAShader;
1099
1108
  //# sourceMappingURL=FXAAShader.cjs.map