fxaa.fragment.js 5.5 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061
  1. // Do not edit.
  2. import { ShaderStore } from "../Engines/shaderStore.js";
  3. const name = "fxaaPixelShader";
  4. const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
  5. #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
  6. #else
  7. #define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
  8. #endif
  9. uniform sampler2D textureSampler;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const float fxaaQualitySubpix=1.0;const float fxaaQualityEdgeThreshold=0.166;const float fxaaQualityEdgeThresholdMin=0.0833;const vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);
  10. #define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)
  11. void main(){vec2 posM;posM.x=vUV.x;posM.y=vUV.y;vec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);float lumaM=FxaaLuma(rgbyM);float lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));float lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));float lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));float lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));float maxSM=max(lumaS,lumaM);float minSM=min(lumaS,lumaM);float maxESM=max(lumaE,maxSM);float minESM=min(lumaE,minSM);float maxWN=max(lumaN,lumaW);float minWN=min(lumaN,lumaW);float rangeMax=max(maxWN,maxESM);float rangeMin=min(minWN,minESM);float rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;float range=rangeMax-rangeMin;float rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);
  12. #ifndef MALI
  13. if(range<rangeMaxClamped)
  14. {gl_FragColor=rgbyM;return;}
  15. #endif
  16. float lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));float lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));float lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));float lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));float lumaNS=lumaN+lumaS;float lumaWE=lumaW+lumaE;float subpixRcpRange=1.0/range;float subpixNSWE=lumaNS+lumaWE;float edgeHorz1=(-2.0*lumaM)+lumaNS;float edgeVert1=(-2.0*lumaM)+lumaWE;float lumaNESE=lumaNE+lumaSE;float lumaNWNE=lumaNW+lumaNE;float edgeHorz2=(-2.0*lumaE)+lumaNESE;float edgeVert2=(-2.0*lumaN)+lumaNWNE;float lumaNWSW=lumaNW+lumaSW;float lumaSWSE=lumaSW+lumaSE;float edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);float edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);float edgeHorz3=(-2.0*lumaW)+lumaNWSW;float edgeVert3=(-2.0*lumaS)+lumaSWSE;float edgeHorz=abs(edgeHorz3)+edgeHorz4;float edgeVert=abs(edgeVert3)+edgeVert4;float subpixNWSWNESE=lumaNWSW+lumaNESE;float lengthSign=texelSize.x;bool horzSpan=edgeHorz>=edgeVert;float subpixA=subpixNSWE*2.0+subpixNWSWNESE;if (!horzSpan)
  17. {lumaN=lumaW;}
  18. if (!horzSpan)
  19. {lumaS=lumaE;}
  20. if (horzSpan)
  21. {lengthSign=texelSize.y;}
  22. float subpixB=(subpixA*(1.0/12.0))-lumaM;float gradientN=lumaN-lumaM;float gradientS=lumaS-lumaM;float lumaNN=lumaN+lumaM;float lumaSS=lumaS+lumaM;bool pairN=abs(gradientN)>=abs(gradientS);float gradient=max(abs(gradientN),abs(gradientS));if (pairN)
  23. {lengthSign=-lengthSign;}
  24. float subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);vec2 posB;posB.x=posM.x;posB.y=posM.y;vec2 offNP;offNP.x=(!horzSpan) ? 0.0 : texelSize.x;offNP.y=(horzSpan) ? 0.0 : texelSize.y;if (!horzSpan)
  25. {posB.x+=lengthSign*0.5;}
  26. if (horzSpan)
  27. {posB.y+=lengthSign*0.5;}
  28. vec2 posN;posN.x=posB.x-offNP.x*1.5;posN.y=posB.y-offNP.y*1.5;vec2 posP;posP.x=posB.x+offNP.x*1.5;posP.y=posB.y+offNP.y*1.5;float subpixD=((-2.0)*subpixC)+3.0;float lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));float subpixE=subpixC*subpixC;float lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));if (!pairN)
  29. {lumaNN=lumaSS;}
  30. float gradientScaled=gradient*1.0/4.0;float lumaMM=lumaM-lumaNN*0.5;float subpixF=subpixD*subpixE;bool lumaMLTZero=lumaMM<0.0;lumaEndN-=lumaNN*0.5;lumaEndP-=lumaNN*0.5;bool doneN=abs(lumaEndN)>=gradientScaled;bool doneP=abs(lumaEndP)>=gradientScaled;if (!doneN)
  31. {posN.x-=offNP.x*3.0;}
  32. if (!doneN)
  33. {posN.y-=offNP.y*3.0;}
  34. bool doneNP=(!doneN) || (!doneP);if (!doneP)
  35. {posP.x+=offNP.x*3.0;}
  36. if (!doneP)
  37. {posP.y+=offNP.y*3.0;}
  38. if (doneNP)
  39. {if (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));if (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));if (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;if (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;doneN=abs(lumaEndN)>=gradientScaled;doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) posN.x-=offNP.x*12.0;if (!doneN) posN.y-=offNP.y*12.0;doneNP=(!doneN) || (!doneP);if (!doneP) posP.x+=offNP.x*12.0;if (!doneP) posP.y+=offNP.y*12.0;}
  40. float dstN=posM.x-posN.x;float dstP=posP.x-posM.x;if (!horzSpan)
  41. {dstN=posM.y-posN.y;}
  42. if (!horzSpan)
  43. {dstP=posP.y-posM.y;}
  44. bool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;float spanLength=(dstP+dstN);bool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;float spanLengthRcp=1.0/spanLength;bool directionN=dstN<dstP;float dst=min(dstN,dstP);bool goodSpan=directionN ? goodSpanN : goodSpanP;float subpixG=subpixF*subpixF;float pixelOffset=(dst*(-spanLengthRcp))+0.5;float subpixH=subpixG*fxaaQualitySubpix;float pixelOffsetGood=goodSpan ? pixelOffset : 0.0;float pixelOffsetSubpix=max(pixelOffsetGood,subpixH);if (!horzSpan)
  45. {posM.x+=pixelOffsetSubpix*lengthSign;}
  46. if (horzSpan)
  47. {posM.y+=pixelOffsetSubpix*lengthSign;}
  48. #ifdef MALI
  49. if(range<rangeMaxClamped)
  50. {gl_FragColor=rgbyM;}
  51. else
  52. {gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);}
  53. #else
  54. gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);
  55. #endif
  56. }`;
  57. // Sideeffect
  58. ShaderStore.ShadersStore[name] = shader;
  59. /** @internal */
  60. export const fxaaPixelShader = { name, shader };
  61. //# sourceMappingURL=fxaa.fragment.js.map