Added FXAA shader (thanks to @supereggbert) and SavePass.

This commit is contained in:
alteredq
2011-09-28 23:02:28 +02:00
parent f43d6a3cd1
commit e0a29097cd
2 changed files with 149 additions and 0 deletions
+97
View File
@@ -19,6 +19,7 @@
* horizontalBlur + verticalBlur
* horizontalTiltShift + verticalTiltShift
* blend
* fxaa
*/
THREE.ShaderExtras = {
@@ -1134,6 +1135,102 @@ THREE.ShaderExtras = {
},
/* -------------------------------------------------------------------------
// 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/
------------------------------------------------------------------------- */
'fxaa': {
uniforms: {
"tDiffuse": { type: "t", value: 0, texture: null },
"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"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;",
"vec3 rgbM = texture2D( tDiffuse, gl_FragCoord.xy * resolution ).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;",
"vec3 rgbA = 0.5 * (",
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
"vec3 rgbB = rgbA * 0.5 + 0.25 * (",
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
"float lumaB = dot( rgbB, luma );",
"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
"gl_FragColor = vec4( rgbA, 1.0 );",
"} else {",
"gl_FragColor = vec4( rgbB, 1.0 );",
"}",
"}",
].join("\n"),
},
// METHODS
buildKernel: function( sigma ) {
+52
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@@ -0,0 +1,52 @@
/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.SavePass = function( renderTarget ) {
var shader = THREE.ShaderExtras[ "screen" ];
this.textureID = "tDiffuse";
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.renderTarget = renderTarget;
if ( this.renderTarget === undefined ) {
this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
}
this.enabled = true;
this.needsSwap = false;
this.clear = false;
};
THREE.SavePass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].texture = readBuffer;
}
THREE.EffectComposer.quad.materials[ 0 ] = this.material;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
}
};