/** * @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: [ "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform vec2 resolution;", "#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;", "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;", "vec4 rgbA = (1.0/2.0) * (", "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (1.0/3.0 - 0.5)) +", "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (2.0/3.0 - 0.5)));", "vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (", "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (0.0/3.0 - 0.5)) +", "texture2D(tDiffuse, gl_FragCoord.xy * resolution + dir * (3.0/3.0 - 0.5)));", "float lumaB = dot(rgbB, vec4(luma, 0.0));", "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {", "gl_FragColor = rgbA;", "} else {", "gl_FragColor = rgbB;", "}", "}" ].join("\n") };