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https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Added FXAA shader (thanks to @supereggbert) and SavePass.
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@@ -19,6 +19,7 @@
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* horizontalBlur + verticalBlur
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* horizontalTiltShift + verticalTiltShift
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* blend
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* fxaa
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*/
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THREE.ShaderExtras = {
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@@ -1134,6 +1135,102 @@ THREE.ShaderExtras = {
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},
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/* -------------------------------------------------------------------------
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// NVIDIA FXAA by Timothy Lottes
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// http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
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// - WebGL port by @supereggbert
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// http://www.glge.org/demos/fxaa/
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------------------------------------------------------------------------- */
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'fxaa': {
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uniforms: {
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"tDiffuse": { type: "t", value: 0, texture: null },
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"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = vec2( uv.x, 1.0 - uv.y );",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform vec2 resolution;",
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"varying vec2 vUv;",
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"#define FXAA_REDUCE_MIN (1.0/128.0)",
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"#define FXAA_REDUCE_MUL (1.0/8.0)",
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"#define FXAA_SPAN_MAX 8.0",
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"void main() {",
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"vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
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"vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
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"vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
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"vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
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"vec3 rgbM = texture2D( tDiffuse, gl_FragCoord.xy * resolution ).xyz;",
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"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
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"float lumaNW = dot( rgbNW, luma );",
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"float lumaNE = dot( rgbNE, luma );",
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"float lumaSW = dot( rgbSW, luma );",
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"float lumaSE = dot( rgbSE, luma );",
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"float lumaM = dot( rgbM, luma );",
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"float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
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"float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
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"vec2 dir;",
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"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
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"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
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"float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
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"float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
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"dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
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"max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
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"dir * rcpDirMin)) * resolution;",
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"vec3 rgbA = 0.5 * (",
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"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
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"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
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"vec3 rgbB = rgbA * 0.5 + 0.25 * (",
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"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
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"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
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"float lumaB = dot( rgbB, luma );",
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"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
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"gl_FragColor = vec4( rgbA, 1.0 );",
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"} else {",
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"gl_FragColor = vec4( rgbB, 1.0 );",
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"}",
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"}",
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].join("\n"),
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},
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// METHODS
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buildKernel: function( sigma ) {
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@@ -0,0 +1,52 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.SavePass = function( renderTarget ) {
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var shader = THREE.ShaderExtras[ "screen" ];
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this.textureID = "tDiffuse";
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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this.renderTarget = renderTarget;
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if ( this.renderTarget === undefined ) {
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this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
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this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
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}
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this.enabled = true;
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this.needsSwap = false;
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this.clear = false;
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};
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THREE.SavePass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].texture = readBuffer;
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}
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THREE.EffectComposer.quad.materials[ 0 ] = this.material;
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
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}
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};
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