three-stdlib 2.35.5 → 2.35.7
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +34 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +211 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +212 -207
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +17 -42
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +3 -3
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -3
- package/webxr/ARButton.js +3 -3
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +9 -6
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/FXAAShader.js
CHANGED
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const FXAAShader = {
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uniforms: {
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tDiffuse: { value: null },
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resolution: { value: new Vector2(1 / 1024, 1 / 512) }
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resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
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7
|
+
vertexShader: (
|
8
|
+
/* glsl */
|
9
|
+
`
|
10
|
+
varying vec2 vUv;
|
11
|
+
|
12
|
+
void main() {
|
13
|
+
|
14
|
+
vUv = uv;
|
15
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
16
|
+
|
17
|
+
}
|
18
|
+
`
|
19
|
+
),
|
20
|
+
fragmentShader: (
|
21
|
+
/* glsl */
|
22
|
+
`
|
23
|
+
precision highp float;
|
24
|
+
|
25
|
+
uniform sampler2D tDiffuse;
|
26
|
+
|
27
|
+
uniform vec2 resolution;
|
28
|
+
|
29
|
+
varying vec2 vUv;
|
30
|
+
|
31
|
+
// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
|
32
|
+
|
33
|
+
//----------------------------------------------------------------------------------
|
34
|
+
// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag
|
35
|
+
// SDK Version: v3.00
|
36
|
+
// Email: gameworks@nvidia.com
|
37
|
+
// Site: http://developer.nvidia.com/
|
38
|
+
//
|
39
|
+
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
|
40
|
+
//
|
41
|
+
// Redistribution and use in source and binary forms, with or without
|
42
|
+
// modification, are permitted provided that the following conditions
|
43
|
+
// are met:
|
44
|
+
// * Redistributions of source code must retain the above copyright
|
45
|
+
// notice, this list of conditions and the following disclaimer.
|
46
|
+
// * Redistributions in binary form must reproduce the above copyright
|
47
|
+
// notice, this list of conditions and the following disclaimer in the
|
48
|
+
// documentation and/or other materials provided with the distribution.
|
49
|
+
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
50
|
+
// contributors may be used to endorse or promote products derived
|
51
|
+
// from this software without specific prior written permission.
|
52
|
+
//
|
53
|
+
"// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AS IS AND ANY",
|
54
|
+
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
55
|
+
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
56
|
+
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
57
|
+
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
58
|
+
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
59
|
+
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
60
|
+
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
61
|
+
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
62
|
+
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
63
|
+
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
64
|
+
//
|
65
|
+
//----------------------------------------------------------------------------------
|
66
|
+
|
67
|
+
#define FXAA_PC 1
|
68
|
+
#define FXAA_GLSL_100 1
|
69
|
+
#define FXAA_QUALITY_PRESET 12
|
70
|
+
|
71
|
+
#define FXAA_GREEN_AS_LUMA 1
|
72
|
+
|
73
|
+
/*--------------------------------------------------------------------------*/
|
74
|
+
#ifndef FXAA_PC_CONSOLE
|
75
|
+
//
|
76
|
+
// The console algorithm for PC is included
|
77
|
+
// for developers targeting really low spec machines.
|
78
|
+
// Likely better to just run FXAA_PC, and use a really low preset.
|
79
|
+
//
|
80
|
+
#define FXAA_PC_CONSOLE 0
|
81
|
+
#endif
|
82
|
+
/*--------------------------------------------------------------------------*/
|
83
|
+
#ifndef FXAA_GLSL_120
|
84
|
+
#define FXAA_GLSL_120 0
|
85
|
+
#endif
|
86
|
+
/*--------------------------------------------------------------------------*/
|
87
|
+
#ifndef FXAA_GLSL_130
|
88
|
+
#define FXAA_GLSL_130 0
|
89
|
+
#endif
|
90
|
+
/*--------------------------------------------------------------------------*/
|
91
|
+
#ifndef FXAA_HLSL_3
|
92
|
+
#define FXAA_HLSL_3 0
|
93
|
+
#endif
|
94
|
+
/*--------------------------------------------------------------------------*/
|
95
|
+
#ifndef FXAA_HLSL_4
|
96
|
+
#define FXAA_HLSL_4 0
|
97
|
+
#endif
|
98
|
+
/*--------------------------------------------------------------------------*/
|
99
|
+
#ifndef FXAA_HLSL_5
|
100
|
+
#define FXAA_HLSL_5 0
|
101
|
+
#endif
|
102
|
+
/*==========================================================================*/
|
103
|
+
#ifndef FXAA_GREEN_AS_LUMA
|
104
|
+
//
|
105
|
+
// For those using non-linear color,
|
106
|
+
// and either not able to get luma in alpha, or not wanting to,
|
107
|
+
// this enables FXAA to run using green as a proxy for luma.
|
108
|
+
// So with this enabled, no need to pack luma in alpha.
|
109
|
+
//
|
110
|
+
// This will turn off AA on anything which lacks some amount of green.
|
111
|
+
// Pure red and blue or combination of only R and B, will get no AA.
|
112
|
+
//
|
113
|
+
// Might want to lower the settings for both,
|
114
|
+
// fxaaConsoleEdgeThresholdMin
|
115
|
+
// fxaaQualityEdgeThresholdMin
|
116
|
+
// In order to insure AA does not get turned off on colors
|
117
|
+
// which contain a minor amount of green.
|
118
|
+
//
|
119
|
+
// 1 = On.
|
120
|
+
// 0 = Off.
|
121
|
+
//
|
122
|
+
#define FXAA_GREEN_AS_LUMA 0
|
123
|
+
#endif
|
124
|
+
/*--------------------------------------------------------------------------*/
|
125
|
+
#ifndef FXAA_EARLY_EXIT
|
126
|
+
//
|
127
|
+
" // Controls algorithms early exit path.",
|
128
|
+
// On PS3 turning this ON adds 2 cycles to the shader.
|
129
|
+
// On 360 turning this OFF adds 10ths of a millisecond to the shader.
|
130
|
+
// Turning this off on console will result in a more blurry image.
|
131
|
+
// So this defaults to on.
|
132
|
+
//
|
133
|
+
// 1 = On.
|
134
|
+
// 0 = Off.
|
135
|
+
//
|
136
|
+
#define FXAA_EARLY_EXIT 1
|
137
|
+
#endif
|
138
|
+
/*--------------------------------------------------------------------------*/
|
139
|
+
#ifndef FXAA_DISCARD
|
140
|
+
//
|
141
|
+
// Only valid for PC OpenGL currently.
|
142
|
+
// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
|
143
|
+
//
|
144
|
+
" // 1 = Use discard on pixels which dont need AA.",
|
145
|
+
// For APIs which enable concurrent TEX+ROP from same surface.
|
146
|
+
" // 0 = Return unchanged color on pixels which dont need AA.",
|
147
|
+
//
|
148
|
+
#define FXAA_DISCARD 0
|
149
|
+
#endif
|
150
|
+
/*--------------------------------------------------------------------------*/
|
151
|
+
#ifndef FXAA_FAST_PIXEL_OFFSET
|
152
|
+
//
|
153
|
+
// Used for GLSL 120 only.
|
154
|
+
//
|
155
|
+
// 1 = GL API supports fast pixel offsets
|
156
|
+
// 0 = do not use fast pixel offsets
|
157
|
+
//
|
158
|
+
#ifdef GL_EXT_gpu_shader4
|
159
|
+
#define FXAA_FAST_PIXEL_OFFSET 1
|
160
|
+
#endif
|
161
|
+
#ifdef GL_NV_gpu_shader5
|
162
|
+
#define FXAA_FAST_PIXEL_OFFSET 1
|
163
|
+
#endif
|
164
|
+
#ifdef GL_ARB_gpu_shader5
|
165
|
+
#define FXAA_FAST_PIXEL_OFFSET 1
|
166
|
+
#endif
|
167
|
+
#ifndef FXAA_FAST_PIXEL_OFFSET
|
168
|
+
#define FXAA_FAST_PIXEL_OFFSET 0
|
169
|
+
#endif
|
170
|
+
#endif
|
171
|
+
/*--------------------------------------------------------------------------*/
|
172
|
+
#ifndef FXAA_GATHER4_ALPHA
|
173
|
+
//
|
174
|
+
// 1 = API supports gather4 on alpha channel.
|
175
|
+
// 0 = API does not support gather4 on alpha channel.
|
176
|
+
//
|
177
|
+
#if (FXAA_HLSL_5 == 1)
|
178
|
+
#define FXAA_GATHER4_ALPHA 1
|
179
|
+
#endif
|
180
|
+
#ifdef GL_ARB_gpu_shader5
|
181
|
+
#define FXAA_GATHER4_ALPHA 1
|
182
|
+
#endif
|
183
|
+
#ifdef GL_NV_gpu_shader5
|
184
|
+
#define FXAA_GATHER4_ALPHA 1
|
185
|
+
#endif
|
186
|
+
#ifndef FXAA_GATHER4_ALPHA
|
187
|
+
#define FXAA_GATHER4_ALPHA 0
|
188
|
+
#endif
|
189
|
+
#endif
|
190
|
+
|
191
|
+
|
192
|
+
/*============================================================================
|
193
|
+
FXAA QUALITY - TUNING KNOBS
|
194
|
+
------------------------------------------------------------------------------
|
195
|
+
NOTE the other tuning knobs are now in the shader function inputs!
|
196
|
+
============================================================================*/
|
197
|
+
#ifndef FXAA_QUALITY_PRESET
|
198
|
+
//
|
199
|
+
// Choose the quality preset.
|
200
|
+
// This needs to be compiled into the shader as it effects code.
|
201
|
+
// Best option to include multiple presets is to
|
202
|
+
// in each shader define the preset, then include this file.
|
203
|
+
//
|
204
|
+
// OPTIONS
|
205
|
+
// -----------------------------------------------------------------------
|
206
|
+
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
|
207
|
+
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
|
208
|
+
// 39 - no dither, very expensive
|
209
|
+
//
|
210
|
+
// NOTES
|
211
|
+
// -----------------------------------------------------------------------
|
212
|
+
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
|
213
|
+
// 13 = about same speed as FXAA 3.9 and better than 12
|
214
|
+
// 23 = closest to FXAA 3.9 visually and performance wise
|
215
|
+
// _ = the lowest digit is directly related to performance
|
216
|
+
// _ = the highest digit is directly related to style
|
217
|
+
//
|
218
|
+
#define FXAA_QUALITY_PRESET 12
|
219
|
+
#endif
|
220
|
+
|
221
|
+
|
222
|
+
/*============================================================================
|
223
|
+
|
224
|
+
FXAA QUALITY - PRESETS
|
225
|
+
|
226
|
+
============================================================================*/
|
227
|
+
|
228
|
+
/*============================================================================
|
229
|
+
FXAA QUALITY - MEDIUM DITHER PRESETS
|
230
|
+
============================================================================*/
|
231
|
+
#if (FXAA_QUALITY_PRESET == 10)
|
232
|
+
#define FXAA_QUALITY_PS 3
|
233
|
+
#define FXAA_QUALITY_P0 1.5
|
234
|
+
#define FXAA_QUALITY_P1 3.0
|
235
|
+
#define FXAA_QUALITY_P2 12.0
|
236
|
+
#endif
|
237
|
+
/*--------------------------------------------------------------------------*/
|
238
|
+
#if (FXAA_QUALITY_PRESET == 11)
|
239
|
+
#define FXAA_QUALITY_PS 4
|
240
|
+
#define FXAA_QUALITY_P0 1.0
|
241
|
+
#define FXAA_QUALITY_P1 1.5
|
242
|
+
#define FXAA_QUALITY_P2 3.0
|
243
|
+
#define FXAA_QUALITY_P3 12.0
|
244
|
+
#endif
|
245
|
+
/*--------------------------------------------------------------------------*/
|
246
|
+
#if (FXAA_QUALITY_PRESET == 12)
|
247
|
+
#define FXAA_QUALITY_PS 5
|
248
|
+
#define FXAA_QUALITY_P0 1.0
|
249
|
+
#define FXAA_QUALITY_P1 1.5
|
250
|
+
#define FXAA_QUALITY_P2 2.0
|
251
|
+
#define FXAA_QUALITY_P3 4.0
|
252
|
+
#define FXAA_QUALITY_P4 12.0
|
253
|
+
#endif
|
254
|
+
/*--------------------------------------------------------------------------*/
|
255
|
+
#if (FXAA_QUALITY_PRESET == 13)
|
256
|
+
#define FXAA_QUALITY_PS 6
|
257
|
+
#define FXAA_QUALITY_P0 1.0
|
258
|
+
#define FXAA_QUALITY_P1 1.5
|
259
|
+
#define FXAA_QUALITY_P2 2.0
|
260
|
+
#define FXAA_QUALITY_P3 2.0
|
261
|
+
#define FXAA_QUALITY_P4 4.0
|
262
|
+
#define FXAA_QUALITY_P5 12.0
|
263
|
+
#endif
|
264
|
+
/*--------------------------------------------------------------------------*/
|
265
|
+
#if (FXAA_QUALITY_PRESET == 14)
|
266
|
+
#define FXAA_QUALITY_PS 7
|
267
|
+
#define FXAA_QUALITY_P0 1.0
|
268
|
+
#define FXAA_QUALITY_P1 1.5
|
269
|
+
#define FXAA_QUALITY_P2 2.0
|
270
|
+
#define FXAA_QUALITY_P3 2.0
|
271
|
+
#define FXAA_QUALITY_P4 2.0
|
272
|
+
#define FXAA_QUALITY_P5 4.0
|
273
|
+
#define FXAA_QUALITY_P6 12.0
|
274
|
+
#endif
|
275
|
+
/*--------------------------------------------------------------------------*/
|
276
|
+
#if (FXAA_QUALITY_PRESET == 15)
|
277
|
+
#define FXAA_QUALITY_PS 8
|
278
|
+
#define FXAA_QUALITY_P0 1.0
|
279
|
+
#define FXAA_QUALITY_P1 1.5
|
280
|
+
#define FXAA_QUALITY_P2 2.0
|
281
|
+
#define FXAA_QUALITY_P3 2.0
|
282
|
+
#define FXAA_QUALITY_P4 2.0
|
283
|
+
#define FXAA_QUALITY_P5 2.0
|
284
|
+
#define FXAA_QUALITY_P6 4.0
|
285
|
+
#define FXAA_QUALITY_P7 12.0
|
286
|
+
#endif
|
287
|
+
|
288
|
+
/*============================================================================
|
289
|
+
FXAA QUALITY - LOW DITHER PRESETS
|
290
|
+
============================================================================*/
|
291
|
+
#if (FXAA_QUALITY_PRESET == 20)
|
292
|
+
#define FXAA_QUALITY_PS 3
|
293
|
+
#define FXAA_QUALITY_P0 1.5
|
294
|
+
#define FXAA_QUALITY_P1 2.0
|
295
|
+
#define FXAA_QUALITY_P2 8.0
|
296
|
+
#endif
|
297
|
+
/*--------------------------------------------------------------------------*/
|
298
|
+
#if (FXAA_QUALITY_PRESET == 21)
|
299
|
+
#define FXAA_QUALITY_PS 4
|
300
|
+
#define FXAA_QUALITY_P0 1.0
|
301
|
+
#define FXAA_QUALITY_P1 1.5
|
302
|
+
#define FXAA_QUALITY_P2 2.0
|
303
|
+
#define FXAA_QUALITY_P3 8.0
|
304
|
+
#endif
|
305
|
+
/*--------------------------------------------------------------------------*/
|
306
|
+
#if (FXAA_QUALITY_PRESET == 22)
|
307
|
+
#define FXAA_QUALITY_PS 5
|
308
|
+
#define FXAA_QUALITY_P0 1.0
|
309
|
+
#define FXAA_QUALITY_P1 1.5
|
310
|
+
#define FXAA_QUALITY_P2 2.0
|
311
|
+
#define FXAA_QUALITY_P3 2.0
|
312
|
+
#define FXAA_QUALITY_P4 8.0
|
313
|
+
#endif
|
314
|
+
/*--------------------------------------------------------------------------*/
|
315
|
+
#if (FXAA_QUALITY_PRESET == 23)
|
316
|
+
#define FXAA_QUALITY_PS 6
|
317
|
+
#define FXAA_QUALITY_P0 1.0
|
318
|
+
#define FXAA_QUALITY_P1 1.5
|
319
|
+
#define FXAA_QUALITY_P2 2.0
|
320
|
+
#define FXAA_QUALITY_P3 2.0
|
321
|
+
#define FXAA_QUALITY_P4 2.0
|
322
|
+
#define FXAA_QUALITY_P5 8.0
|
323
|
+
#endif
|
324
|
+
/*--------------------------------------------------------------------------*/
|
325
|
+
#if (FXAA_QUALITY_PRESET == 24)
|
326
|
+
#define FXAA_QUALITY_PS 7
|
327
|
+
#define FXAA_QUALITY_P0 1.0
|
328
|
+
#define FXAA_QUALITY_P1 1.5
|
329
|
+
#define FXAA_QUALITY_P2 2.0
|
330
|
+
#define FXAA_QUALITY_P3 2.0
|
331
|
+
#define FXAA_QUALITY_P4 2.0
|
332
|
+
#define FXAA_QUALITY_P5 3.0
|
333
|
+
#define FXAA_QUALITY_P6 8.0
|
334
|
+
#endif
|
335
|
+
/*--------------------------------------------------------------------------*/
|
336
|
+
#if (FXAA_QUALITY_PRESET == 25)
|
337
|
+
#define FXAA_QUALITY_PS 8
|
338
|
+
#define FXAA_QUALITY_P0 1.0
|
339
|
+
#define FXAA_QUALITY_P1 1.5
|
340
|
+
#define FXAA_QUALITY_P2 2.0
|
341
|
+
#define FXAA_QUALITY_P3 2.0
|
342
|
+
#define FXAA_QUALITY_P4 2.0
|
343
|
+
#define FXAA_QUALITY_P5 2.0
|
344
|
+
#define FXAA_QUALITY_P6 4.0
|
345
|
+
#define FXAA_QUALITY_P7 8.0
|
346
|
+
#endif
|
347
|
+
/*--------------------------------------------------------------------------*/
|
348
|
+
#if (FXAA_QUALITY_PRESET == 26)
|
349
|
+
#define FXAA_QUALITY_PS 9
|
350
|
+
#define FXAA_QUALITY_P0 1.0
|
351
|
+
#define FXAA_QUALITY_P1 1.5
|
352
|
+
#define FXAA_QUALITY_P2 2.0
|
353
|
+
#define FXAA_QUALITY_P3 2.0
|
354
|
+
#define FXAA_QUALITY_P4 2.0
|
355
|
+
#define FXAA_QUALITY_P5 2.0
|
356
|
+
#define FXAA_QUALITY_P6 2.0
|
357
|
+
#define FXAA_QUALITY_P7 4.0
|
358
|
+
#define FXAA_QUALITY_P8 8.0
|
359
|
+
#endif
|
360
|
+
/*--------------------------------------------------------------------------*/
|
361
|
+
#if (FXAA_QUALITY_PRESET == 27)
|
362
|
+
#define FXAA_QUALITY_PS 10
|
363
|
+
#define FXAA_QUALITY_P0 1.0
|
364
|
+
#define FXAA_QUALITY_P1 1.5
|
365
|
+
#define FXAA_QUALITY_P2 2.0
|
366
|
+
#define FXAA_QUALITY_P3 2.0
|
367
|
+
#define FXAA_QUALITY_P4 2.0
|
368
|
+
#define FXAA_QUALITY_P5 2.0
|
369
|
+
#define FXAA_QUALITY_P6 2.0
|
370
|
+
#define FXAA_QUALITY_P7 2.0
|
371
|
+
#define FXAA_QUALITY_P8 4.0
|
372
|
+
#define FXAA_QUALITY_P9 8.0
|
373
|
+
#endif
|
374
|
+
/*--------------------------------------------------------------------------*/
|
375
|
+
#if (FXAA_QUALITY_PRESET == 28)
|
376
|
+
#define FXAA_QUALITY_PS 11
|
377
|
+
#define FXAA_QUALITY_P0 1.0
|
378
|
+
#define FXAA_QUALITY_P1 1.5
|
379
|
+
#define FXAA_QUALITY_P2 2.0
|
380
|
+
#define FXAA_QUALITY_P3 2.0
|
381
|
+
#define FXAA_QUALITY_P4 2.0
|
382
|
+
#define FXAA_QUALITY_P5 2.0
|
383
|
+
#define FXAA_QUALITY_P6 2.0
|
384
|
+
#define FXAA_QUALITY_P7 2.0
|
385
|
+
#define FXAA_QUALITY_P8 2.0
|
386
|
+
#define FXAA_QUALITY_P9 4.0
|
387
|
+
#define FXAA_QUALITY_P10 8.0
|
388
|
+
#endif
|
389
|
+
/*--------------------------------------------------------------------------*/
|
390
|
+
#if (FXAA_QUALITY_PRESET == 29)
|
391
|
+
#define FXAA_QUALITY_PS 12
|
392
|
+
#define FXAA_QUALITY_P0 1.0
|
393
|
+
#define FXAA_QUALITY_P1 1.5
|
394
|
+
#define FXAA_QUALITY_P2 2.0
|
395
|
+
#define FXAA_QUALITY_P3 2.0
|
396
|
+
#define FXAA_QUALITY_P4 2.0
|
397
|
+
#define FXAA_QUALITY_P5 2.0
|
398
|
+
#define FXAA_QUALITY_P6 2.0
|
399
|
+
#define FXAA_QUALITY_P7 2.0
|
400
|
+
#define FXAA_QUALITY_P8 2.0
|
401
|
+
#define FXAA_QUALITY_P9 2.0
|
402
|
+
#define FXAA_QUALITY_P10 4.0
|
403
|
+
#define FXAA_QUALITY_P11 8.0
|
404
|
+
#endif
|
405
|
+
|
406
|
+
/*============================================================================
|
407
|
+
FXAA QUALITY - EXTREME QUALITY
|
408
|
+
============================================================================*/
|
409
|
+
#if (FXAA_QUALITY_PRESET == 39)
|
410
|
+
#define FXAA_QUALITY_PS 12
|
411
|
+
#define FXAA_QUALITY_P0 1.0
|
412
|
+
#define FXAA_QUALITY_P1 1.0
|
413
|
+
#define FXAA_QUALITY_P2 1.0
|
414
|
+
#define FXAA_QUALITY_P3 1.0
|
415
|
+
#define FXAA_QUALITY_P4 1.0
|
416
|
+
#define FXAA_QUALITY_P5 1.5
|
417
|
+
#define FXAA_QUALITY_P6 2.0
|
418
|
+
#define FXAA_QUALITY_P7 2.0
|
419
|
+
#define FXAA_QUALITY_P8 2.0
|
420
|
+
#define FXAA_QUALITY_P9 2.0
|
421
|
+
#define FXAA_QUALITY_P10 4.0
|
422
|
+
#define FXAA_QUALITY_P11 8.0
|
423
|
+
#endif
|
424
|
+
|
425
|
+
|
426
|
+
|
427
|
+
/*============================================================================
|
428
|
+
|
429
|
+
API PORTING
|
430
|
+
|
431
|
+
============================================================================*/
|
432
|
+
#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
|
433
|
+
#define FxaaBool bool
|
434
|
+
#define FxaaDiscard discard
|
435
|
+
#define FxaaFloat float
|
436
|
+
#define FxaaFloat2 vec2
|
437
|
+
#define FxaaFloat3 vec3
|
438
|
+
#define FxaaFloat4 vec4
|
439
|
+
#define FxaaHalf float
|
440
|
+
#define FxaaHalf2 vec2
|
441
|
+
#define FxaaHalf3 vec3
|
442
|
+
#define FxaaHalf4 vec4
|
443
|
+
#define FxaaInt2 ivec2
|
444
|
+
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
445
|
+
#define FxaaTex sampler2D
|
446
|
+
#else
|
447
|
+
#define FxaaBool bool
|
448
|
+
#define FxaaDiscard clip(-1)
|
449
|
+
#define FxaaFloat float
|
450
|
+
#define FxaaFloat2 float2
|
451
|
+
#define FxaaFloat3 float3
|
452
|
+
#define FxaaFloat4 float4
|
453
|
+
#define FxaaHalf half
|
454
|
+
#define FxaaHalf2 half2
|
455
|
+
#define FxaaHalf3 half3
|
456
|
+
#define FxaaHalf4 half4
|
457
|
+
#define FxaaSat(x) saturate(x)
|
458
|
+
#endif
|
459
|
+
/*--------------------------------------------------------------------------*/
|
460
|
+
#if (FXAA_GLSL_100 == 1)
|
461
|
+
#define FxaaTexTop(t, p) texture2D(t, p, 0.0)
|
462
|
+
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)
|
463
|
+
#endif
|
464
|
+
/*--------------------------------------------------------------------------*/
|
465
|
+
#if (FXAA_GLSL_120 == 1)
|
466
|
+
// Requires,
|
467
|
+
// #version 120
|
468
|
+
// And at least,
|
469
|
+
// #extension GL_EXT_gpu_shader4 : enable
|
470
|
+
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
|
471
|
+
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
|
472
|
+
#if (FXAA_FAST_PIXEL_OFFSET == 1)
|
473
|
+
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
474
|
+
#else
|
475
|
+
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
|
476
|
+
#endif
|
477
|
+
#if (FXAA_GATHER4_ALPHA == 1)
|
478
|
+
// use #extension GL_ARB_gpu_shader5 : enable
|
479
|
+
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
480
|
+
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
481
|
+
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
482
|
+
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
483
|
+
#endif
|
484
|
+
#endif
|
485
|
+
/*--------------------------------------------------------------------------*/
|
486
|
+
#if (FXAA_GLSL_130 == 1)
|
487
|
+
// Requires "#version 130" or better
|
488
|
+
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
|
489
|
+
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
490
|
+
#if (FXAA_GATHER4_ALPHA == 1)
|
491
|
+
// use #extension GL_ARB_gpu_shader5 : enable
|
492
|
+
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
|
493
|
+
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
|
494
|
+
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
|
495
|
+
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
|
496
|
+
#endif
|
497
|
+
#endif
|
498
|
+
/*--------------------------------------------------------------------------*/
|
499
|
+
#if (FXAA_HLSL_3 == 1)
|
500
|
+
#define FxaaInt2 float2
|
501
|
+
#define FxaaTex sampler2D
|
502
|
+
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
|
503
|
+
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
|
504
|
+
#endif
|
505
|
+
/*--------------------------------------------------------------------------*/
|
506
|
+
#if (FXAA_HLSL_4 == 1)
|
507
|
+
#define FxaaInt2 int2
|
508
|
+
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
509
|
+
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
510
|
+
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
511
|
+
#endif
|
512
|
+
/*--------------------------------------------------------------------------*/
|
513
|
+
#if (FXAA_HLSL_5 == 1)
|
514
|
+
#define FxaaInt2 int2
|
515
|
+
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
516
|
+
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
|
517
|
+
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
|
518
|
+
#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
|
519
|
+
#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
|
520
|
+
#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
|
521
|
+
#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
|
522
|
+
#endif
|
523
|
+
|
524
|
+
|
525
|
+
/*============================================================================
|
526
|
+
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
527
|
+
============================================================================*/
|
528
|
+
#if (FXAA_GREEN_AS_LUMA == 0)
|
529
|
+
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
|
530
|
+
#else
|
531
|
+
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
532
|
+
#endif
|
533
|
+
|
534
|
+
|
535
|
+
|
536
|
+
|
537
|
+
/*============================================================================
|
538
|
+
|
539
|
+
FXAA3 QUALITY - PC
|
540
|
+
|
541
|
+
============================================================================*/
|
542
|
+
#if (FXAA_PC == 1)
|
543
|
+
/*--------------------------------------------------------------------------*/
|
544
|
+
FxaaFloat4 FxaaPixelShader(
|
545
|
+
//
|
546
|
+
// Use noperspective interpolation here (turn off perspective interpolation).
|
547
|
+
// {xy} = center of pixel
|
548
|
+
FxaaFloat2 pos,
|
549
|
+
//
|
550
|
+
// Used only for FXAA Console, and not used on the 360 version.
|
551
|
+
// Use noperspective interpolation here (turn off perspective interpolation).
|
552
|
+
// {xy_} = upper left of pixel
|
553
|
+
// {_zw} = lower right of pixel
|
554
|
+
FxaaFloat4 fxaaConsolePosPos,
|
555
|
+
//
|
556
|
+
// Input color texture.
|
557
|
+
// {rgb_} = color in linear or perceptual color space
|
558
|
+
// if (FXAA_GREEN_AS_LUMA == 0)
|
559
|
+
// {__a} = luma in perceptual color space (not linear)
|
560
|
+
FxaaTex tex,
|
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 2nd sampler.
|
565
|
+
// This sampler needs to have an exponent bias of -1.
|
566
|
+
FxaaTex fxaaConsole360TexExpBiasNegOne,
|
567
|
+
//
|
568
|
+
// Only used on the optimized 360 version of FXAA Console.
|
569
|
+
// For everything but 360, just use the same input here as for "tex".
|
570
|
+
// For 360, same texture, just alias with a 3nd sampler.
|
571
|
+
// This sampler needs to have an exponent bias of -2.
|
572
|
+
FxaaTex fxaaConsole360TexExpBiasNegTwo,
|
573
|
+
//
|
574
|
+
// Only used on FXAA Quality.
|
575
|
+
// This must be from a constant/uniform.
|
576
|
+
// {x_} = 1.0/screenWidthInPixels
|
577
|
+
// {_y} = 1.0/screenHeightInPixels
|
578
|
+
FxaaFloat2 fxaaQualityRcpFrame,
|
579
|
+
//
|
580
|
+
// Only used on FXAA Console.
|
581
|
+
// This must be from a constant/uniform.
|
582
|
+
// This effects sub-pixel AA quality and inversely sharpness.
|
583
|
+
// Where N ranges between,
|
584
|
+
// N = 0.50 (default)
|
585
|
+
// N = 0.33 (sharper)
|
586
|
+
// {x__} = -N/screenWidthInPixels
|
587
|
+
// {_y_} = -N/screenHeightInPixels
|
588
|
+
// {_z_} = N/screenWidthInPixels
|
589
|
+
// {__w} = N/screenHeightInPixels
|
590
|
+
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
591
|
+
//
|
592
|
+
// Only used on FXAA Console.
|
593
|
+
// Not used on 360, but used on PS3 and PC.
|
594
|
+
// This must be from a constant/uniform.
|
595
|
+
// {x__} = -2.0/screenWidthInPixels
|
596
|
+
// {_y_} = -2.0/screenHeightInPixels
|
597
|
+
// {_z_} = 2.0/screenWidthInPixels
|
598
|
+
// {__w} = 2.0/screenHeightInPixels
|
599
|
+
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
600
|
+
//
|
601
|
+
// Only used on FXAA Console.
|
602
|
+
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
|
603
|
+
// This must be from a constant/uniform.
|
604
|
+
// {x__} = 8.0/screenWidthInPixels
|
605
|
+
// {_y_} = 8.0/screenHeightInPixels
|
606
|
+
// {_z_} = -4.0/screenWidthInPixels
|
607
|
+
// {__w} = -4.0/screenHeightInPixels
|
608
|
+
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
|
609
|
+
//
|
610
|
+
// Only used on FXAA Quality.
|
611
|
+
// This used to be the FXAA_QUALITY_SUBPIX define.
|
612
|
+
// It is here now to allow easier tuning.
|
613
|
+
// Choose the amount of sub-pixel aliasing removal.
|
614
|
+
// This can effect sharpness.
|
615
|
+
// 1.00 - upper limit (softer)
|
616
|
+
// 0.75 - default amount of filtering
|
617
|
+
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
|
618
|
+
// 0.25 - almost off
|
619
|
+
// 0.00 - completely off
|
620
|
+
FxaaFloat fxaaQualitySubpix,
|
621
|
+
//
|
622
|
+
// Only used on FXAA Quality.
|
623
|
+
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
|
624
|
+
// It is here now to allow easier tuning.
|
625
|
+
// The minimum amount of local contrast required to apply algorithm.
|
626
|
+
// 0.333 - too little (faster)
|
627
|
+
// 0.250 - low quality
|
628
|
+
// 0.166 - default
|
629
|
+
// 0.125 - high quality
|
630
|
+
// 0.063 - overkill (slower)
|
631
|
+
FxaaFloat fxaaQualityEdgeThreshold,
|
632
|
+
//
|
633
|
+
// Only used on FXAA Quality.
|
634
|
+
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
|
635
|
+
// It is here now to allow easier tuning.
|
636
|
+
// Trims the algorithm from processing darks.
|
637
|
+
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
|
638
|
+
// 0.0625 - high quality (faster)
|
639
|
+
// 0.0312 - visible limit (slower)
|
640
|
+
// Special notes when using FXAA_GREEN_AS_LUMA,
|
641
|
+
// Likely want to set this to zero.
|
642
|
+
// As colors that are mostly not-green
|
643
|
+
// will appear very dark in the green channel!
|
644
|
+
// Tune by looking at mostly non-green content,
|
645
|
+
// then start at zero and increase until aliasing is a problem.
|
646
|
+
FxaaFloat fxaaQualityEdgeThresholdMin,
|
647
|
+
//
|
648
|
+
// Only used on FXAA Console.
|
649
|
+
// This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
|
650
|
+
// It is here now to allow easier tuning.
|
651
|
+
// This does not effect PS3, as this needs to be compiled in.
|
652
|
+
// Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
|
653
|
+
// Due to the PS3 being ALU bound,
|
654
|
+
// there are only three safe values here: 2 and 4 and 8.
|
655
|
+
// These options use the shaders ability to a free *|/ by 2|4|8.
|
656
|
+
// For all other platforms can be a non-power of two.
|
657
|
+
// 8.0 is sharper (default!!!)
|
658
|
+
// 4.0 is softer
|
659
|
+
// 2.0 is really soft (good only for vector graphics inputs)
|
660
|
+
FxaaFloat fxaaConsoleEdgeSharpness,
|
661
|
+
//
|
662
|
+
// Only used on FXAA Console.
|
663
|
+
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
|
664
|
+
// It is here now to allow easier tuning.
|
665
|
+
// This does not effect PS3, as this needs to be compiled in.
|
666
|
+
// Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
|
667
|
+
// Due to the PS3 being ALU bound,
|
668
|
+
// there are only two safe values here: 1/4 and 1/8.
|
669
|
+
// These options use the shaders ability to a free *|/ by 2|4|8.
|
670
|
+
// The console setting has a different mapping than the quality setting.
|
671
|
+
// Other platforms can use other values.
|
672
|
+
// 0.125 leaves less aliasing, but is softer (default!!!)
|
673
|
+
// 0.25 leaves more aliasing, and is sharper
|
674
|
+
FxaaFloat fxaaConsoleEdgeThreshold,
|
675
|
+
//
|
676
|
+
// Only used on FXAA Console.
|
677
|
+
// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
|
678
|
+
// It is here now to allow easier tuning.
|
679
|
+
// Trims the algorithm from processing darks.
|
680
|
+
// The console setting has a different mapping than the quality setting.
|
681
|
+
// This only applies when FXAA_EARLY_EXIT is 1.
|
682
|
+
// This does not apply to PS3,
|
683
|
+
// PS3 was simplified to avoid more shader instructions.
|
684
|
+
// 0.06 - faster but more aliasing in darks
|
685
|
+
// 0.05 - default
|
686
|
+
// 0.04 - slower and less aliasing in darks
|
687
|
+
// Special notes when using FXAA_GREEN_AS_LUMA,
|
688
|
+
// Likely want to set this to zero.
|
689
|
+
// As colors that are mostly not-green
|
690
|
+
// will appear very dark in the green channel!
|
691
|
+
// Tune by looking at mostly non-green content,
|
692
|
+
// then start at zero and increase until aliasing is a problem.
|
693
|
+
FxaaFloat fxaaConsoleEdgeThresholdMin,
|
694
|
+
//
|
695
|
+
// Extra constants for 360 FXAA Console only.
|
696
|
+
// Use zeros or anything else for other platforms.
|
697
|
+
// These must be in physical constant registers and NOT immediates.
|
698
|
+
// Immediates will result in compiler un-optimizing.
|
699
|
+
// {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
|
700
|
+
FxaaFloat4 fxaaConsole360ConstDir
|
701
|
+
) {
|
702
|
+
/*--------------------------------------------------------------------------*/
|
703
|
+
FxaaFloat2 posM;
|
704
|
+
posM.x = pos.x;
|
705
|
+
posM.y = pos.y;
|
706
|
+
#if (FXAA_GATHER4_ALPHA == 1)
|
707
|
+
#if (FXAA_DISCARD == 0)
|
708
|
+
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
709
|
+
#if (FXAA_GREEN_AS_LUMA == 0)
|
710
|
+
#define lumaM rgbyM.w
|
711
|
+
#else
|
712
|
+
#define lumaM rgbyM.y
|
713
|
+
#endif
|
714
|
+
#endif
|
715
|
+
#if (FXAA_GREEN_AS_LUMA == 0)
|
716
|
+
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
|
717
|
+
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
|
718
|
+
#else
|
719
|
+
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
|
720
|
+
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
|
721
|
+
#endif
|
722
|
+
#if (FXAA_DISCARD == 1)
|
723
|
+
#define lumaM luma4A.w
|
724
|
+
#endif
|
725
|
+
#define lumaE luma4A.z
|
726
|
+
#define lumaS luma4A.x
|
727
|
+
#define lumaSE luma4A.y
|
728
|
+
#define lumaNW luma4B.w
|
729
|
+
#define lumaN luma4B.z
|
730
|
+
#define lumaW luma4B.x
|
731
|
+
#else
|
732
|
+
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
|
733
|
+
#if (FXAA_GREEN_AS_LUMA == 0)
|
734
|
+
#define lumaM rgbyM.w
|
735
|
+
#else
|
736
|
+
#define lumaM rgbyM.y
|
737
|
+
#endif
|
738
|
+
#if (FXAA_GLSL_100 == 1)
|
739
|
+
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));
|
740
|
+
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));
|
741
|
+
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));
|
742
|
+
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));
|
743
|
+
#else
|
744
|
+
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
|
745
|
+
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
|
746
|
+
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
|
747
|
+
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
|
748
|
+
#endif
|
749
|
+
#endif
|
750
|
+
/*--------------------------------------------------------------------------*/
|
751
|
+
FxaaFloat maxSM = max(lumaS, lumaM);
|
752
|
+
FxaaFloat minSM = min(lumaS, lumaM);
|
753
|
+
FxaaFloat maxESM = max(lumaE, maxSM);
|
754
|
+
FxaaFloat minESM = min(lumaE, minSM);
|
755
|
+
FxaaFloat maxWN = max(lumaN, lumaW);
|
756
|
+
FxaaFloat minWN = min(lumaN, lumaW);
|
757
|
+
FxaaFloat rangeMax = max(maxWN, maxESM);
|
758
|
+
FxaaFloat rangeMin = min(minWN, minESM);
|
759
|
+
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
|
760
|
+
FxaaFloat range = rangeMax - rangeMin;
|
761
|
+
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
|
762
|
+
FxaaBool earlyExit = range < rangeMaxClamped;
|
763
|
+
/*--------------------------------------------------------------------------*/
|
764
|
+
if(earlyExit)
|
765
|
+
#if (FXAA_DISCARD == 1)
|
766
|
+
FxaaDiscard;
|
767
|
+
#else
|
768
|
+
return rgbyM;
|
769
|
+
#endif
|
770
|
+
/*--------------------------------------------------------------------------*/
|
771
|
+
#if (FXAA_GATHER4_ALPHA == 0)
|
772
|
+
#if (FXAA_GLSL_100 == 1)
|
773
|
+
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));
|
774
|
+
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));
|
775
|
+
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));
|
776
|
+
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));
|
777
|
+
#else
|
778
|
+
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
|
779
|
+
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
|
780
|
+
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
|
781
|
+
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
782
|
+
#endif
|
783
|
+
#else
|
784
|
+
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
|
785
|
+
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
|
786
|
+
#endif
|
787
|
+
/*--------------------------------------------------------------------------*/
|
788
|
+
FxaaFloat lumaNS = lumaN + lumaS;
|
789
|
+
FxaaFloat lumaWE = lumaW + lumaE;
|
790
|
+
FxaaFloat subpixRcpRange = 1.0/range;
|
791
|
+
FxaaFloat subpixNSWE = lumaNS + lumaWE;
|
792
|
+
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
|
793
|
+
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
|
794
|
+
/*--------------------------------------------------------------------------*/
|
795
|
+
FxaaFloat lumaNESE = lumaNE + lumaSE;
|
796
|
+
FxaaFloat lumaNWNE = lumaNW + lumaNE;
|
797
|
+
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
|
798
|
+
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
|
799
|
+
/*--------------------------------------------------------------------------*/
|
800
|
+
FxaaFloat lumaNWSW = lumaNW + lumaSW;
|
801
|
+
FxaaFloat lumaSWSE = lumaSW + lumaSE;
|
802
|
+
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
|
803
|
+
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
|
804
|
+
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
|
805
|
+
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
|
806
|
+
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
|
807
|
+
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
|
808
|
+
/*--------------------------------------------------------------------------*/
|
809
|
+
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
|
810
|
+
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
|
811
|
+
FxaaBool horzSpan = edgeHorz >= edgeVert;
|
812
|
+
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
|
813
|
+
/*--------------------------------------------------------------------------*/
|
814
|
+
if(!horzSpan) lumaN = lumaW;
|
815
|
+
if(!horzSpan) lumaS = lumaE;
|
816
|
+
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
|
817
|
+
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
|
818
|
+
/*--------------------------------------------------------------------------*/
|
819
|
+
FxaaFloat gradientN = lumaN - lumaM;
|
820
|
+
FxaaFloat gradientS = lumaS - lumaM;
|
821
|
+
FxaaFloat lumaNN = lumaN + lumaM;
|
822
|
+
FxaaFloat lumaSS = lumaS + lumaM;
|
823
|
+
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
|
824
|
+
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
|
825
|
+
if(pairN) lengthSign = -lengthSign;
|
826
|
+
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
|
827
|
+
/*--------------------------------------------------------------------------*/
|
828
|
+
FxaaFloat2 posB;
|
829
|
+
posB.x = posM.x;
|
830
|
+
posB.y = posM.y;
|
831
|
+
FxaaFloat2 offNP;
|
832
|
+
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
833
|
+
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
834
|
+
if(!horzSpan) posB.x += lengthSign * 0.5;
|
835
|
+
if( horzSpan) posB.y += lengthSign * 0.5;
|
836
|
+
/*--------------------------------------------------------------------------*/
|
837
|
+
FxaaFloat2 posN;
|
838
|
+
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
|
839
|
+
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
|
840
|
+
FxaaFloat2 posP;
|
841
|
+
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
|
842
|
+
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
|
843
|
+
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
|
844
|
+
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
|
845
|
+
FxaaFloat subpixE = subpixC * subpixC;
|
846
|
+
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
|
847
|
+
/*--------------------------------------------------------------------------*/
|
848
|
+
if(!pairN) lumaNN = lumaSS;
|
849
|
+
FxaaFloat gradientScaled = gradient * 1.0/4.0;
|
850
|
+
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
|
851
|
+
FxaaFloat subpixF = subpixD * subpixE;
|
852
|
+
FxaaBool lumaMLTZero = lumaMM < 0.0;
|
853
|
+
/*--------------------------------------------------------------------------*/
|
854
|
+
lumaEndN -= lumaNN * 0.5;
|
855
|
+
lumaEndP -= lumaNN * 0.5;
|
856
|
+
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
|
857
|
+
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
|
858
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
|
859
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
|
860
|
+
FxaaBool doneNP = (!doneN) || (!doneP);
|
861
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
|
862
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
|
863
|
+
/*--------------------------------------------------------------------------*/
|
864
|
+
if(doneNP) {
|
865
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
866
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
867
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
868
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
869
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
870
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
871
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
|
872
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
|
873
|
+
doneNP = (!doneN) || (!doneP);
|
874
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
|
875
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
|
876
|
+
/*--------------------------------------------------------------------------*/
|
877
|
+
#if (FXAA_QUALITY_PS > 3)
|
878
|
+
if(doneNP) {
|
879
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
880
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
881
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
882
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
883
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
884
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
885
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
|
886
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
|
887
|
+
doneNP = (!doneN) || (!doneP);
|
888
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
|
889
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
|
890
|
+
/*--------------------------------------------------------------------------*/
|
891
|
+
#if (FXAA_QUALITY_PS > 4)
|
892
|
+
if(doneNP) {
|
893
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
894
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
895
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
896
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
897
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
898
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
899
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
|
900
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
|
901
|
+
doneNP = (!doneN) || (!doneP);
|
902
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
|
903
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
|
904
|
+
/*--------------------------------------------------------------------------*/
|
905
|
+
#if (FXAA_QUALITY_PS > 5)
|
906
|
+
if(doneNP) {
|
907
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
908
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
909
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
910
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
911
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
912
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
913
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
|
914
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
|
915
|
+
doneNP = (!doneN) || (!doneP);
|
916
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
|
917
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
|
918
|
+
/*--------------------------------------------------------------------------*/
|
919
|
+
#if (FXAA_QUALITY_PS > 6)
|
920
|
+
if(doneNP) {
|
921
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
922
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
923
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
924
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
925
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
926
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
927
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
|
928
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
|
929
|
+
doneNP = (!doneN) || (!doneP);
|
930
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
|
931
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
|
932
|
+
/*--------------------------------------------------------------------------*/
|
933
|
+
#if (FXAA_QUALITY_PS > 7)
|
934
|
+
if(doneNP) {
|
935
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
936
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
937
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
938
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
939
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
940
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
941
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
|
942
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
|
943
|
+
doneNP = (!doneN) || (!doneP);
|
944
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
|
945
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
|
946
|
+
/*--------------------------------------------------------------------------*/
|
947
|
+
#if (FXAA_QUALITY_PS > 8)
|
948
|
+
if(doneNP) {
|
949
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
950
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
951
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
952
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
953
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
954
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
955
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
|
956
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
|
957
|
+
doneNP = (!doneN) || (!doneP);
|
958
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
|
959
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
|
960
|
+
/*--------------------------------------------------------------------------*/
|
961
|
+
#if (FXAA_QUALITY_PS > 9)
|
962
|
+
if(doneNP) {
|
963
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
964
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
965
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
966
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
967
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
968
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
969
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
|
970
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
|
971
|
+
doneNP = (!doneN) || (!doneP);
|
972
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
|
973
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
|
974
|
+
/*--------------------------------------------------------------------------*/
|
975
|
+
#if (FXAA_QUALITY_PS > 10)
|
976
|
+
if(doneNP) {
|
977
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
978
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
979
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
980
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
981
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
982
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
983
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
|
984
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
|
985
|
+
doneNP = (!doneN) || (!doneP);
|
986
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
|
987
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
|
988
|
+
/*--------------------------------------------------------------------------*/
|
989
|
+
#if (FXAA_QUALITY_PS > 11)
|
990
|
+
if(doneNP) {
|
991
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
992
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
993
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
994
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
995
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
996
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
997
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
|
998
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
|
999
|
+
doneNP = (!doneN) || (!doneP);
|
1000
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
|
1001
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
|
1002
|
+
/*--------------------------------------------------------------------------*/
|
1003
|
+
#if (FXAA_QUALITY_PS > 12)
|
1004
|
+
if(doneNP) {
|
1005
|
+
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
|
1006
|
+
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
|
1007
|
+
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
|
1008
|
+
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
|
1009
|
+
doneN = abs(lumaEndN) >= gradientScaled;
|
1010
|
+
doneP = abs(lumaEndP) >= gradientScaled;
|
1011
|
+
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
|
1012
|
+
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
|
1013
|
+
doneNP = (!doneN) || (!doneP);
|
1014
|
+
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
|
1015
|
+
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
|
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
|
+
#endif
|
1043
|
+
/*--------------------------------------------------------------------------*/
|
1044
|
+
}
|
1045
|
+
#endif
|
1046
|
+
/*--------------------------------------------------------------------------*/
|
1047
|
+
}
|
1048
|
+
/*--------------------------------------------------------------------------*/
|
1049
|
+
FxaaFloat dstN = posM.x - posN.x;
|
1050
|
+
FxaaFloat dstP = posP.x - posM.x;
|
1051
|
+
if(!horzSpan) dstN = posM.y - posN.y;
|
1052
|
+
if(!horzSpan) dstP = posP.y - posM.y;
|
1053
|
+
/*--------------------------------------------------------------------------*/
|
1054
|
+
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
|
1055
|
+
FxaaFloat spanLength = (dstP + dstN);
|
1056
|
+
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
|
1057
|
+
FxaaFloat spanLengthRcp = 1.0/spanLength;
|
1058
|
+
/*--------------------------------------------------------------------------*/
|
1059
|
+
FxaaBool directionN = dstN < dstP;
|
1060
|
+
FxaaFloat dst = min(dstN, dstP);
|
1061
|
+
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
|
1062
|
+
FxaaFloat subpixG = subpixF * subpixF;
|
1063
|
+
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
|
1064
|
+
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
|
1065
|
+
/*--------------------------------------------------------------------------*/
|
1066
|
+
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
|
1067
|
+
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
|
1068
|
+
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
|
1069
|
+
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
|
1070
|
+
#if (FXAA_DISCARD == 1)
|
1071
|
+
return FxaaTexTop(tex, posM);
|
1072
|
+
#else
|
1073
|
+
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
|
1074
|
+
#endif
|
1075
|
+
}
|
1076
|
+
/*==========================================================================*/
|
1077
|
+
#endif
|
1078
|
+
|
1079
|
+
void main() {
|
1080
|
+
gl_FragColor = FxaaPixelShader(
|
1081
|
+
vUv,
|
1082
|
+
vec4(0.0),
|
1083
|
+
tDiffuse,
|
1084
|
+
tDiffuse,
|
1085
|
+
tDiffuse,
|
1086
|
+
resolution,
|
1087
|
+
vec4(0.0),
|
1088
|
+
vec4(0.0),
|
1089
|
+
vec4(0.0),
|
1090
|
+
0.75,
|
1091
|
+
0.166,
|
1092
|
+
0.0833,
|
1093
|
+
0.0,
|
1094
|
+
0.0,
|
1095
|
+
0.0,
|
1096
|
+
vec4(0.0)
|
1097
|
+
);
|
1098
|
+
|
1099
|
+
// TODO avoid querying texture twice for same texel
|
1100
|
+
gl_FragColor.a = texture2D(tDiffuse, vUv).a;
|
1101
|
+
}
|
1102
|
+
`
|
1103
|
+
)
|
1095
1104
|
};
|
1096
1105
|
export {
|
1097
1106
|
FXAAShader
|