/** * @author alteredq / http://alteredqualia.com/ * @author davidedc / http://www.sketchpatch.net/ * * NVIDIA FXAA by Timothy Lottes * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html * - WebGL port by @supereggbert * http://www.glge.org/demos/fxaa/ */ THREE.FXAAShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform vec2 resolution;", "varying vec2 vUv;", "#define FXAA_REDUCE_MIN (1.0/128.0)", "#define FXAA_REDUCE_MUL (1.0/8.0)", "#define FXAA_SPAN_MAX 8.0", "void main() {", "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;", "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;", "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;", "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;", "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );", "vec3 rgbM = rgbaM.xyz;", "float opacity = rgbaM.w;", "vec3 luma = vec3( 0.299, 0.587, 0.114 );", "float lumaNW = dot( rgbNW, luma );", "float lumaNE = dot( rgbNE, luma );", "float lumaSW = dot( rgbSW, luma );", "float lumaSE = dot( rgbSE, luma );", "float lumaM = dot( rgbM, luma );", "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );", "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );", "vec2 dir;", "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));", "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));", "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );", "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );", "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),", "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),", "dir * rcpDirMin)) * resolution;", "vec3 rgbA = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz;", "rgbA += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz;", "rgbA *= 0.5;", "vec3 rgbB = texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz;", "rgbB += texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz;", "rgbB *= 0.25;", "rgbB += rgbA * 0.5;", "float lumaB = dot( rgbB, luma );", "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {", "gl_FragColor = vec4( rgbA, opacity );", "} else {", "gl_FragColor = vec4( rgbB, opacity );", "}", "}" ].join("\n") };