mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 20:33:50 +01:00
89 lines
2.8 KiB
JavaScript
89 lines
2.8 KiB
JavaScript
|
/**
|
||
|
* @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")
|
||
|
|
||
|
};
|