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pixi.js / filters / fxaa / src / fxaa.frag
@Matt Karl Matt Karl on 31 Oct 2017 4 KB Next Restructure for v5 (#4387)
varying vec2 v_rgbNW;
varying vec2 v_rgbNE;
varying vec2 v_rgbSW;
varying vec2 v_rgbSE;
varying vec2 v_rgbM;

varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform vec4 filterArea;

/**
 Basic FXAA implementation based on the code on geeks3d.com with the
 modification that the texture2DLod stuff was removed since it's
 unsupported by WebGL.
 
 --
 
 From:
 https://github.com/mitsuhiko/webgl-meincraft
 
 Copyright (c) 2011 by Armin Ronacher.
 
 Some rights reserved.
 
 Redistribution and use in source and binary forms, with or without
 modification, are permitted provided that the following conditions are
 met:
 
 * Redistributions of source code must retain the above copyright
 notice, this list of conditions and the following disclaimer.
 
 * Redistributions in binary form must reproduce the above
 copyright notice, this list of conditions and the following
 disclaimer in the documentation and/or other materials provided
 with the distribution.
 
 * The names of the contributors may not be used to endorse or
 promote products derived from this software without specific
 prior written permission.
 
 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN   (1.0/ 128.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL   (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX     8.0
#endif

//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
          vec2 v_rgbNW, vec2 v_rgbNE,
          vec2 v_rgbSW, vec2 v_rgbSE,
          vec2 v_rgbM) {
    vec4 color;
    mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
    vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
    vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
    vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
    vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
    vec4 texColor = texture2D(tex, v_rgbM);
    vec3 rgbM  = texColor.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)));
    
    mediump 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)) * inverseVP;
    
    vec3 rgbA = 0.5 * (
                       texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
                       texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
    vec3 rgbB = rgbA * 0.5 + 0.25 * (
                                     texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
                                     texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
    
    float lumaB = dot(rgbB, luma);
    if ((lumaB < lumaMin) || (lumaB > lumaMax))
        color = vec4(rgbA, texColor.a);
    else
        color = vec4(rgbB, texColor.a);
    return color;
}

void main() {

      vec2 fragCoord = vTextureCoord * filterArea.xy;

      vec4 color;

    color = fxaa(uSampler, fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);

      gl_FragColor = color;
}