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luxiaotao1123
2022-01-03 c07eafd8248f9035d3c72b298caf92128c3c92b5
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3个文件已修改
1个文件已添加
1158 ■■■■■ 已修改文件
static/js/app.js 29 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/lib/postprocessing/FXAAShader.js 1118 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/object/ObjectSelect.js 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/object/StoreShelf.js 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/app.js
@@ -5,6 +5,7 @@
import { RenderPass } from './lib/postprocessing/RenderPass.js';
import { ShaderPass } from './lib/postprocessing/ShaderPass.js';
import { OutlinePass } from './lib/postprocessing/OutlinePass.js';
import { FXAAShader } from './lib/postprocessing/FXAAShader.js';
import {MTLLoader} from './lib/MTLLoader.js';
import {OBJLoader} from './lib/OBJLoader.js';
import {StoreShelf} from './object/StoreShelf.js';
@@ -52,7 +53,7 @@
            this.initLight();
            this.initReSize(this);
            this.initOutLine();
            this.initComposer();
            // this.initComposer();
            this.initObjectSelect();
            this.initPointLockControl(this);
            this.initFloor();
@@ -62,7 +63,11 @@
        this.animate = function () {
            requestAnimationFrame(this.animate.bind(this));
            this.stats.begin();
            this.renderer.render(this.scene, this.camera);
            if (this.composer) {
                this.composer.render();
            } else {
                this.renderer.render(this.scene, this.camera);
            }
            this.firstPersonMove();
            this.initStoreObjects(this);
            this.stats.end();
@@ -92,7 +97,7 @@
            // this.renderer.toneMapping = THREE.CineonToneMapping;    // 色调
            this.renderer.setSize(window.innerWidth, window.innerHeight);
            this.renderer.setPixelRatio( window.devicePixelRatio );
            this.renderer.shadowMap.enabled = false;
            this.renderer.shadowMap.enabled = true;
            this.renderer.shadowMap.type = THREE.BasicShadowMap;
            this.dom = document.getElementById("container");
            this.dom.appendChild(this.renderer.domElement);
@@ -189,18 +194,24 @@
        }
        this.initOutLine = function(){
            this.outlinePass = new OutlinePass( new THREE.Vector2( window.innerWidth, window.innerHeight ), this.scene, this.camera )
            this.outlinePass.edgeStrength = 10;//包围线浓度
            this.outlinePass.edgeGlow = 0.1;//边缘线范围
            this.outlinePass.edgeThickness = 1;//边缘线浓度
            this.outlinePass.pulsePeriod = 2;//包围线闪烁评率
            this.outlinePass.visibleEdgeColor.set('#B31985');//包围线颜色
            this.outlinePass.hiddenEdgeColor.set('#190a05');//被遮挡的边界线颜色
            // this.outlinePass.edgeStrength = 1;//包围线浓度
            // this.outlinePass.edgeGlow = 0.1;//边缘线范围
            // this.outlinePass.edgeThickness = 1;//边缘线浓度
            // this.outlinePass.pulsePeriod = 2;//包围线闪烁评率
            // this.outlinePass.visibleEdgeColor.set('#B31985');//包围线颜色
            // this.outlinePass.hiddenEdgeColor.set('#190a05');//被遮挡的边界线颜色
        }
        this.initComposer = function(){
            this.composer = new EffectComposer(this.renderer);
            const renderPass = new RenderPass( this.scene, this.camera );
            this.composer.addPass( renderPass );
            this.composer.addPass(this.outlinePass);
            const pixelRatio = this.renderer.getPixelRatio();
            this.fxaaPass = new ShaderPass( FXAAShader );
            this.fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( this.dom.offsetWidth * pixelRatio );
            this.fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( this.dom.offsetHeight * pixelRatio );
            this.composer.addPass( this.fxaaPass );
        }
        this.initObjectSelect = function(){
            new ObjectSelect(this.scene, this.camera, this.outlinePass);
static/js/lib/postprocessing/FXAAShader.js
New file
@@ -0,0 +1,1118 @@
import {
    Vector2
} from '../../three.module.js';
/**
 * 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/
 */
const FXAAShader = {
    uniforms: {
        'tDiffuse': { value: null },
        'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
    },
    vertexShader: /* glsl */`
        varying vec2 vUv;
        void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
        }`,
    fragmentShader:
    // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
    //----------------------------------------------------------------------------------
    // File:                es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
    // SDK Version: v3.00
    // Email:             gameworks@nvidia.com
    // Site:                http://developer.nvidia.com/
    //
    // Copyright (c) 2014-2015, NVIDIA CORPORATION. All 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.
    //    * Neither the name of NVIDIA CORPORATION nor the names of its
    //        contributors may be used to endorse or promote products derived
    //        from this software without specific prior written permission.
    //
    // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``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.
    //
    //----------------------------------------------------------------------------------
    /* glsl */`
        precision highp float;
        uniform sampler2D tDiffuse;
        uniform vec2 resolution;
        varying vec2 vUv;
        #define FXAA_PC 1
        #define FXAA_GLSL_100 1
        #define FXAA_QUALITY_PRESET 12
        #define FXAA_GREEN_AS_LUMA 1
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_PC_CONSOLE
                //
                // The console algorithm for PC is included
                // for developers targeting really low spec machines.
                // Likely better to just run FXAA_PC, and use a really low preset.
                //
                #define FXAA_PC_CONSOLE 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_GLSL_120
                #define FXAA_GLSL_120 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_GLSL_130
                #define FXAA_GLSL_130 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_HLSL_3
                #define FXAA_HLSL_3 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_HLSL_4
                #define FXAA_HLSL_4 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_HLSL_5
                #define FXAA_HLSL_5 0
        #endif
        /*==========================================================================*/
        #ifndef FXAA_GREEN_AS_LUMA
                //
                // For those using non-linear color,
                // and either not able to get luma in alpha, or not wanting to,
                // this enables FXAA to run using green as a proxy for luma.
                // So with this enabled, no need to pack luma in alpha.
                //
                // This will turn off AA on anything which lacks some amount of green.
                // Pure red and blue or combination of only R and B, will get no AA.
                //
                // Might want to lower the settings for both,
                //        fxaaConsoleEdgeThresholdMin
                //        fxaaQualityEdgeThresholdMin
                // In order to insure AA does not get turned off on colors
                // which contain a minor amount of green.
                //
                // 1 = On.
                // 0 = Off.
                //
                #define FXAA_GREEN_AS_LUMA 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_EARLY_EXIT
                //
                // Controls algorithm\'s early exit path.
                // On PS3 turning this ON adds 2 cycles to the shader.
                // On 360 turning this OFF adds 10ths of a millisecond to the shader.
                // Turning this off on console will result in a more blurry image.
                // So this defaults to on.
                //
                // 1 = On.
                // 0 = Off.
                //
                #define FXAA_EARLY_EXIT 1
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_DISCARD
                //
                // Only valid for PC OpenGL currently.
                // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
                //
                // 1 = Use discard on pixels which don\'t need AA.
                //         For APIs which enable concurrent TEX+ROP from same surface.
                // 0 = Return unchanged color on pixels which don\'t need AA.
                //
                #define FXAA_DISCARD 0
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_FAST_PIXEL_OFFSET
                //
                // Used for GLSL 120 only.
                //
                // 1 = GL API supports fast pixel offsets
                // 0 = do not use fast pixel offsets
                //
                #ifdef GL_EXT_gpu_shader4
                        #define FXAA_FAST_PIXEL_OFFSET 1
                #endif
                #ifdef GL_NV_gpu_shader5
                        #define FXAA_FAST_PIXEL_OFFSET 1
                #endif
                #ifdef GL_ARB_gpu_shader5
                        #define FXAA_FAST_PIXEL_OFFSET 1
                #endif
                #ifndef FXAA_FAST_PIXEL_OFFSET
                        #define FXAA_FAST_PIXEL_OFFSET 0
                #endif
        #endif
        /*--------------------------------------------------------------------------*/
        #ifndef FXAA_GATHER4_ALPHA
                //
                // 1 = API supports gather4 on alpha channel.
                // 0 = API does not support gather4 on alpha channel.
                //
                #if (FXAA_HLSL_5 == 1)
                        #define FXAA_GATHER4_ALPHA 1
                #endif
                #ifdef GL_ARB_gpu_shader5
                        #define FXAA_GATHER4_ALPHA 1
                #endif
                #ifdef GL_NV_gpu_shader5
                        #define FXAA_GATHER4_ALPHA 1
                #endif
                #ifndef FXAA_GATHER4_ALPHA
                        #define FXAA_GATHER4_ALPHA 0
                #endif
        #endif
        /*============================================================================
                                                        FXAA QUALITY - TUNING KNOBS
        ------------------------------------------------------------------------------
        NOTE the other tuning knobs are now in the shader function inputs!
        ============================================================================*/
        #ifndef FXAA_QUALITY_PRESET
                //
                // Choose the quality preset.
                // This needs to be compiled into the shader as it effects code.
                // Best option to include multiple presets is to
                // in each shader define the preset, then include this file.
                //
                // OPTIONS
                // -----------------------------------------------------------------------
                // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
                // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
                // 39             - no dither, very expensive
                //
                // NOTES
                // -----------------------------------------------------------------------
                // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
                // 13 = about same speed as FXAA 3.9 and better than 12
                // 23 = closest to FXAA 3.9 visually and performance wise
                //    _ = the lowest digit is directly related to performance
                // _    = the highest digit is directly related to style
                //
                #define FXAA_QUALITY_PRESET 12
        #endif
        /*============================================================================
                                                             FXAA QUALITY - PRESETS
        ============================================================================*/
        /*============================================================================
                                                 FXAA QUALITY - MEDIUM DITHER PRESETS
        ============================================================================*/
        #if (FXAA_QUALITY_PRESET == 10)
                #define FXAA_QUALITY_PS 3
                #define FXAA_QUALITY_P0 1.5
                #define FXAA_QUALITY_P1 3.0
                #define FXAA_QUALITY_P2 12.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 11)
                #define FXAA_QUALITY_PS 4
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 3.0
                #define FXAA_QUALITY_P3 12.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 12)
                #define FXAA_QUALITY_PS 5
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 4.0
                #define FXAA_QUALITY_P4 12.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 13)
                #define FXAA_QUALITY_PS 6
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 4.0
                #define FXAA_QUALITY_P5 12.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 14)
                #define FXAA_QUALITY_PS 7
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 4.0
                #define FXAA_QUALITY_P6 12.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 15)
                #define FXAA_QUALITY_PS 8
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 4.0
                #define FXAA_QUALITY_P7 12.0
        #endif
        /*============================================================================
                                                 FXAA QUALITY - LOW DITHER PRESETS
        ============================================================================*/
        #if (FXAA_QUALITY_PRESET == 20)
                #define FXAA_QUALITY_PS 3
                #define FXAA_QUALITY_P0 1.5
                #define FXAA_QUALITY_P1 2.0
                #define FXAA_QUALITY_P2 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 21)
                #define FXAA_QUALITY_PS 4
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 22)
                #define FXAA_QUALITY_PS 5
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 23)
                #define FXAA_QUALITY_PS 6
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 24)
                #define FXAA_QUALITY_PS 7
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 3.0
                #define FXAA_QUALITY_P6 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 25)
                #define FXAA_QUALITY_PS 8
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 4.0
                #define FXAA_QUALITY_P7 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 26)
                #define FXAA_QUALITY_PS 9
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 2.0
                #define FXAA_QUALITY_P7 4.0
                #define FXAA_QUALITY_P8 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 27)
                #define FXAA_QUALITY_PS 10
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 2.0
                #define FXAA_QUALITY_P7 2.0
                #define FXAA_QUALITY_P8 4.0
                #define FXAA_QUALITY_P9 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 28)
                #define FXAA_QUALITY_PS 11
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 2.0
                #define FXAA_QUALITY_P7 2.0
                #define FXAA_QUALITY_P8 2.0
                #define FXAA_QUALITY_P9 4.0
                #define FXAA_QUALITY_P10 8.0
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PRESET == 29)
                #define FXAA_QUALITY_PS 12
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.5
                #define FXAA_QUALITY_P2 2.0
                #define FXAA_QUALITY_P3 2.0
                #define FXAA_QUALITY_P4 2.0
                #define FXAA_QUALITY_P5 2.0
                #define FXAA_QUALITY_P6 2.0
                #define FXAA_QUALITY_P7 2.0
                #define FXAA_QUALITY_P8 2.0
                #define FXAA_QUALITY_P9 2.0
                #define FXAA_QUALITY_P10 4.0
                #define FXAA_QUALITY_P11 8.0
        #endif
        /*============================================================================
                                                 FXAA QUALITY - EXTREME QUALITY
        ============================================================================*/
        #if (FXAA_QUALITY_PRESET == 39)
                #define FXAA_QUALITY_PS 12
                #define FXAA_QUALITY_P0 1.0
                #define FXAA_QUALITY_P1 1.0
                #define FXAA_QUALITY_P2 1.0
                #define FXAA_QUALITY_P3 1.0
                #define FXAA_QUALITY_P4 1.0
                #define FXAA_QUALITY_P5 1.5
                #define FXAA_QUALITY_P6 2.0
                #define FXAA_QUALITY_P7 2.0
                #define FXAA_QUALITY_P8 2.0
                #define FXAA_QUALITY_P9 2.0
                #define FXAA_QUALITY_P10 4.0
                #define FXAA_QUALITY_P11 8.0
        #endif
        /*============================================================================
                                                                        API PORTING
        ============================================================================*/
        #if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
                #define FxaaBool bool
                #define FxaaDiscard discard
                #define FxaaFloat float
                #define FxaaFloat2 vec2
                #define FxaaFloat3 vec3
                #define FxaaFloat4 vec4
                #define FxaaHalf float
                #define FxaaHalf2 vec2
                #define FxaaHalf3 vec3
                #define FxaaHalf4 vec4
                #define FxaaInt2 ivec2
                #define FxaaSat(x) clamp(x, 0.0, 1.0)
                #define FxaaTex sampler2D
        #else
                #define FxaaBool bool
                #define FxaaDiscard clip(-1)
                #define FxaaFloat float
                #define FxaaFloat2 float2
                #define FxaaFloat3 float3
                #define FxaaFloat4 float4
                #define FxaaHalf half
                #define FxaaHalf2 half2
                #define FxaaHalf3 half3
                #define FxaaHalf4 half4
                #define FxaaSat(x) saturate(x)
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_GLSL_100 == 1)
            #define FxaaTexTop(t, p) texture2D(t, p, 0.0)
            #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_GLSL_120 == 1)
                // Requires,
                //    #version 120
                // And at least,
                //    #extension GL_EXT_gpu_shader4 : enable
                //    (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
                #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
                #if (FXAA_FAST_PIXEL_OFFSET == 1)
                        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
                #else
                        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
                #endif
                #if (FXAA_GATHER4_ALPHA == 1)
                        // use #extension GL_ARB_gpu_shader5 : enable
                        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
                        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
                        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
                        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
                #endif
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_GLSL_130 == 1)
                // Requires "#version 130" or better
                #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
                #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
                #if (FXAA_GATHER4_ALPHA == 1)
                        // use #extension GL_ARB_gpu_shader5 : enable
                        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
                        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
                        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
                        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
                #endif
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_HLSL_3 == 1)
                #define FxaaInt2 float2
                #define FxaaTex sampler2D
                #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
                #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_HLSL_4 == 1)
                #define FxaaInt2 int2
                struct FxaaTex { SamplerState smpl; Texture2D tex; };
                #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
                #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
        #endif
        /*--------------------------------------------------------------------------*/
        #if (FXAA_HLSL_5 == 1)
                #define FxaaInt2 int2
                struct FxaaTex { SamplerState smpl; Texture2D tex; };
                #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
                #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
                #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
                #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
                #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
                #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
        #endif
        /*============================================================================
                                             GREEN AS LUMA OPTION SUPPORT FUNCTION
        ============================================================================*/
        #if (FXAA_GREEN_AS_LUMA == 0)
                FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
        #else
                FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
        #endif
        /*============================================================================
                                                                 FXAA3 QUALITY - PC
        ============================================================================*/
        #if (FXAA_PC == 1)
        /*--------------------------------------------------------------------------*/
        FxaaFloat4 FxaaPixelShader(
                //
                // Use noperspective interpolation here (turn off perspective interpolation).
                // {xy} = center of pixel
                FxaaFloat2 pos,
                //
                // Used only for FXAA Console, and not used on the 360 version.
                // Use noperspective interpolation here (turn off perspective interpolation).
                // {xy_} = upper left of pixel
                // {_zw} = lower right of pixel
                FxaaFloat4 fxaaConsolePosPos,
                //
                // Input color texture.
                // {rgb_} = color in linear or perceptual color space
                // if (FXAA_GREEN_AS_LUMA == 0)
                //         {__a} = luma in perceptual color space (not linear)
                FxaaTex tex,
                //
                // Only used on the optimized 360 version of FXAA Console.
                // For everything but 360, just use the same input here as for "tex".
                // For 360, same texture, just alias with a 2nd sampler.
                // This sampler needs to have an exponent bias of -1.
                FxaaTex fxaaConsole360TexExpBiasNegOne,
                //
                // Only used on the optimized 360 version of FXAA Console.
                // For everything but 360, just use the same input here as for "tex".
                // For 360, same texture, just alias with a 3nd sampler.
                // This sampler needs to have an exponent bias of -2.
                FxaaTex fxaaConsole360TexExpBiasNegTwo,
                //
                // Only used on FXAA Quality.
                // This must be from a constant/uniform.
                // {x_} = 1.0/screenWidthInPixels
                // {_y} = 1.0/screenHeightInPixels
                FxaaFloat2 fxaaQualityRcpFrame,
                //
                // Only used on FXAA Console.
                // This must be from a constant/uniform.
                // This effects sub-pixel AA quality and inversely sharpness.
                //     Where N ranges between,
                //         N = 0.50 (default)
                //         N = 0.33 (sharper)
                // {x__} = -N/screenWidthInPixels
                // {_y_} = -N/screenHeightInPixels
                // {_z_} =    N/screenWidthInPixels
                // {__w} =    N/screenHeightInPixels
                FxaaFloat4 fxaaConsoleRcpFrameOpt,
                //
                // Only used on FXAA Console.
                // Not used on 360, but used on PS3 and PC.
                // This must be from a constant/uniform.
                // {x__} = -2.0/screenWidthInPixels
                // {_y_} = -2.0/screenHeightInPixels
                // {_z_} =    2.0/screenWidthInPixels
                // {__w} =    2.0/screenHeightInPixels
                FxaaFloat4 fxaaConsoleRcpFrameOpt2,
                //
                // Only used on FXAA Console.
                // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
                // This must be from a constant/uniform.
                // {x__} =    8.0/screenWidthInPixels
                // {_y_} =    8.0/screenHeightInPixels
                // {_z_} = -4.0/screenWidthInPixels
                // {__w} = -4.0/screenHeightInPixels
                FxaaFloat4 fxaaConsole360RcpFrameOpt2,
                //
                // Only used on FXAA Quality.
                // This used to be the FXAA_QUALITY_SUBPIX define.
                // It is here now to allow easier tuning.
                // Choose the amount of sub-pixel aliasing removal.
                // This can effect sharpness.
                //     1.00 - upper limit (softer)
                //     0.75 - default amount of filtering
                //     0.50 - lower limit (sharper, less sub-pixel aliasing removal)
                //     0.25 - almost off
                //     0.00 - completely off
                FxaaFloat fxaaQualitySubpix,
                //
                // Only used on FXAA Quality.
                // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
                // It is here now to allow easier tuning.
                // The minimum amount of local contrast required to apply algorithm.
                //     0.333 - too little (faster)
                //     0.250 - low quality
                //     0.166 - default
                //     0.125 - high quality
                //     0.063 - overkill (slower)
                FxaaFloat fxaaQualityEdgeThreshold,
                //
                // Only used on FXAA Quality.
                // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
                // It is here now to allow easier tuning.
                // Trims the algorithm from processing darks.
                //     0.0833 - upper limit (default, the start of visible unfiltered edges)
                //     0.0625 - high quality (faster)
                //     0.0312 - visible limit (slower)
                // Special notes when using FXAA_GREEN_AS_LUMA,
                //     Likely want to set this to zero.
                //     As colors that are mostly not-green
                //     will appear very dark in the green channel!
                //     Tune by looking at mostly non-green content,
                //     then start at zero and increase until aliasing is a problem.
                FxaaFloat fxaaQualityEdgeThresholdMin,
                //
                // Only used on FXAA Console.
                // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
                // It is here now to allow easier tuning.
                // This does not effect PS3, as this needs to be compiled in.
                //     Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
                //     Due to the PS3 being ALU bound,
                //     there are only three safe values here: 2 and 4 and 8.
                //     These options use the shaders ability to a free *|/ by 2|4|8.
                // For all other platforms can be a non-power of two.
                //     8.0 is sharper (default!!!)
                //     4.0 is softer
                //     2.0 is really soft (good only for vector graphics inputs)
                FxaaFloat fxaaConsoleEdgeSharpness,
                //
                // Only used on FXAA Console.
                // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
                // It is here now to allow easier tuning.
                // This does not effect PS3, as this needs to be compiled in.
                //     Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
                //     Due to the PS3 being ALU bound,
                //     there are only two safe values here: 1/4 and 1/8.
                //     These options use the shaders ability to a free *|/ by 2|4|8.
                // The console setting has a different mapping than the quality setting.
                // Other platforms can use other values.
                //     0.125 leaves less aliasing, but is softer (default!!!)
                //     0.25 leaves more aliasing, and is sharper
                FxaaFloat fxaaConsoleEdgeThreshold,
                //
                // Only used on FXAA Console.
                // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
                // It is here now to allow easier tuning.
                // Trims the algorithm from processing darks.
                // The console setting has a different mapping than the quality setting.
                // This only applies when FXAA_EARLY_EXIT is 1.
                // This does not apply to PS3,
                // PS3 was simplified to avoid more shader instructions.
                //     0.06 - faster but more aliasing in darks
                //     0.05 - default
                //     0.04 - slower and less aliasing in darks
                // Special notes when using FXAA_GREEN_AS_LUMA,
                //     Likely want to set this to zero.
                //     As colors that are mostly not-green
                //     will appear very dark in the green channel!
                //     Tune by looking at mostly non-green content,
                //     then start at zero and increase until aliasing is a problem.
                FxaaFloat fxaaConsoleEdgeThresholdMin,
                //
                // Extra constants for 360 FXAA Console only.
                // Use zeros or anything else for other platforms.
                // These must be in physical constant registers and NOT immediates.
                // Immediates will result in compiler un-optimizing.
                // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
                FxaaFloat4 fxaaConsole360ConstDir
        ) {
        /*--------------------------------------------------------------------------*/
                FxaaFloat2 posM;
                posM.x = pos.x;
                posM.y = pos.y;
                #if (FXAA_GATHER4_ALPHA == 1)
                        #if (FXAA_DISCARD == 0)
                                FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
                                #if (FXAA_GREEN_AS_LUMA == 0)
                                        #define lumaM rgbyM.w
                                #else
                                        #define lumaM rgbyM.y
                                #endif
                        #endif
                        #if (FXAA_GREEN_AS_LUMA == 0)
                                FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
                                FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
                        #else
                                FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
                                FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
                        #endif
                        #if (FXAA_DISCARD == 1)
                                #define lumaM luma4A.w
                        #endif
                        #define lumaE luma4A.z
                        #define lumaS luma4A.x
                        #define lumaSE luma4A.y
                        #define lumaNW luma4B.w
                        #define lumaN luma4B.z
                        #define lumaW luma4B.x
                #else
                        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
                        #if (FXAA_GREEN_AS_LUMA == 0)
                                #define lumaM rgbyM.w
                        #else
                                #define lumaM rgbyM.y
                        #endif
                        #if (FXAA_GLSL_100 == 1)
                            FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));
                        #else
                            FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
                        #endif
                #endif
        /*--------------------------------------------------------------------------*/
                FxaaFloat maxSM = max(lumaS, lumaM);
                FxaaFloat minSM = min(lumaS, lumaM);
                FxaaFloat maxESM = max(lumaE, maxSM);
                FxaaFloat minESM = min(lumaE, minSM);
                FxaaFloat maxWN = max(lumaN, lumaW);
                FxaaFloat minWN = min(lumaN, lumaW);
                FxaaFloat rangeMax = max(maxWN, maxESM);
                FxaaFloat rangeMin = min(minWN, minESM);
                FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
                FxaaFloat range = rangeMax - rangeMin;
                FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
                FxaaBool earlyExit = range < rangeMaxClamped;
        /*--------------------------------------------------------------------------*/
                if(earlyExit)
                        #if (FXAA_DISCARD == 1)
                                FxaaDiscard;
                        #else
                                return rgbyM;
                        #endif
        /*--------------------------------------------------------------------------*/
                #if (FXAA_GATHER4_ALPHA == 0)
                        #if (FXAA_GLSL_100 == 1)
                            FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));
                        #else
                            FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
                            FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
                        #endif
                #else
                        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
                        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
                #endif
        /*--------------------------------------------------------------------------*/
                FxaaFloat lumaNS = lumaN + lumaS;
                FxaaFloat lumaWE = lumaW + lumaE;
                FxaaFloat subpixRcpRange = 1.0/range;
                FxaaFloat subpixNSWE = lumaNS + lumaWE;
                FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
                FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
        /*--------------------------------------------------------------------------*/
                FxaaFloat lumaNESE = lumaNE + lumaSE;
                FxaaFloat lumaNWNE = lumaNW + lumaNE;
                FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
                FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
        /*--------------------------------------------------------------------------*/
                FxaaFloat lumaNWSW = lumaNW + lumaSW;
                FxaaFloat lumaSWSE = lumaSW + lumaSE;
                FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
                FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
                FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
                FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
                FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
                FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
        /*--------------------------------------------------------------------------*/
                FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
                FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
                FxaaBool horzSpan = edgeHorz >= edgeVert;
                FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
        /*--------------------------------------------------------------------------*/
                if(!horzSpan) lumaN = lumaW;
                if(!horzSpan) lumaS = lumaE;
                if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
                FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
        /*--------------------------------------------------------------------------*/
                FxaaFloat gradientN = lumaN - lumaM;
                FxaaFloat gradientS = lumaS - lumaM;
                FxaaFloat lumaNN = lumaN + lumaM;
                FxaaFloat lumaSS = lumaS + lumaM;
                FxaaBool pairN = abs(gradientN) >= abs(gradientS);
                FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
                if(pairN) lengthSign = -lengthSign;
                FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
        /*--------------------------------------------------------------------------*/
                FxaaFloat2 posB;
                posB.x = posM.x;
                posB.y = posM.y;
                FxaaFloat2 offNP;
                offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
                offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
                if(!horzSpan) posB.x += lengthSign * 0.5;
                if( horzSpan) posB.y += lengthSign * 0.5;
        /*--------------------------------------------------------------------------*/
                FxaaFloat2 posN;
                posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
                posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
                FxaaFloat2 posP;
                posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
                posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
                FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
                FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
                FxaaFloat subpixE = subpixC * subpixC;
                FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
        /*--------------------------------------------------------------------------*/
                if(!pairN) lumaNN = lumaSS;
                FxaaFloat gradientScaled = gradient * 1.0/4.0;
                FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
                FxaaFloat subpixF = subpixD * subpixE;
                FxaaBool lumaMLTZero = lumaMM < 0.0;
        /*--------------------------------------------------------------------------*/
                lumaEndN -= lumaNN * 0.5;
                lumaEndP -= lumaNN * 0.5;
                FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
                FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
                FxaaBool doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
        /*--------------------------------------------------------------------------*/
                if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        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 * FXAA_QUALITY_P2;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
        /*--------------------------------------------------------------------------*/
                        #if (FXAA_QUALITY_PS > 3)
                        if(doneNP) {
                                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                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 * FXAA_QUALITY_P3;
                                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
                                doneNP = (!doneN) || (!doneP);
                                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
                                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
        /*--------------------------------------------------------------------------*/
                                #if (FXAA_QUALITY_PS > 4)
                                if(doneNP) {
                                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                        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 * FXAA_QUALITY_P4;
                                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
                                        doneNP = (!doneN) || (!doneP);
                                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
                                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
        /*--------------------------------------------------------------------------*/
                                        #if (FXAA_QUALITY_PS > 5)
                                        if(doneNP) {
                                                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                                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 * FXAA_QUALITY_P5;
                                                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
                                                doneNP = (!doneN) || (!doneP);
                                                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
                                                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
        /*--------------------------------------------------------------------------*/
                                                #if (FXAA_QUALITY_PS > 6)
                                                if(doneNP) {
                                                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                                        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 * FXAA_QUALITY_P6;
                                                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
                                                        doneNP = (!doneN) || (!doneP);
                                                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
                                                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
        /*--------------------------------------------------------------------------*/
                                                        #if (FXAA_QUALITY_PS > 7)
                                                        if(doneNP) {
                                                                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                                                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                                                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 * FXAA_QUALITY_P7;
                                                                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
                                                                doneNP = (!doneN) || (!doneP);
                                                                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
                                                                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
        /*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY_PS > 8)
                if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        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 * FXAA_QUALITY_P8;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
        /*--------------------------------------------------------------------------*/
                        #if (FXAA_QUALITY_PS > 9)
                        if(doneNP) {
                                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                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 * FXAA_QUALITY_P9;
                                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
                                doneNP = (!doneN) || (!doneP);
                                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
                                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
        /*--------------------------------------------------------------------------*/
                                #if (FXAA_QUALITY_PS > 10)
                                if(doneNP) {
                                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                        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 * FXAA_QUALITY_P10;
                                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
                                        doneNP = (!doneN) || (!doneP);
                                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
                                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
        /*--------------------------------------------------------------------------*/
                                        #if (FXAA_QUALITY_PS > 11)
                                        if(doneNP) {
                                                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                                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 * FXAA_QUALITY_P11;
                                                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
                                                doneNP = (!doneN) || (!doneP);
                                                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
                                                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
        /*--------------------------------------------------------------------------*/
                                                #if (FXAA_QUALITY_PS > 12)
                                                if(doneNP) {
                                                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                                                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                                                        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 * FXAA_QUALITY_P12;
                                                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
                                                        doneNP = (!doneN) || (!doneP);
                                                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
                                                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
        /*--------------------------------------------------------------------------*/
                                                }
                                                #endif
        /*--------------------------------------------------------------------------*/
                                        }
                                        #endif
        /*--------------------------------------------------------------------------*/
                                }
                                #endif
        /*--------------------------------------------------------------------------*/
                        }
                        #endif
        /*--------------------------------------------------------------------------*/
                }
                #endif
        /*--------------------------------------------------------------------------*/
                                                        }
                                                        #endif
        /*--------------------------------------------------------------------------*/
                                                }
                                                #endif
        /*--------------------------------------------------------------------------*/
                                        }
                                        #endif
        /*--------------------------------------------------------------------------*/
                                }
                                #endif
        /*--------------------------------------------------------------------------*/
                        }
                        #endif
        /*--------------------------------------------------------------------------*/
                }
        /*--------------------------------------------------------------------------*/
                FxaaFloat dstN = posM.x - posN.x;
                FxaaFloat dstP = posP.x - posM.x;
                if(!horzSpan) dstN = posM.y - posN.y;
                if(!horzSpan) dstP = posP.y - posM.y;
        /*--------------------------------------------------------------------------*/
                FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
                FxaaFloat spanLength = (dstP + dstN);
                FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
                FxaaFloat spanLengthRcp = 1.0/spanLength;
        /*--------------------------------------------------------------------------*/
                FxaaBool directionN = dstN < dstP;
                FxaaFloat dst = min(dstN, dstP);
                FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
                FxaaFloat subpixG = subpixF * subpixF;
                FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
                FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
        /*--------------------------------------------------------------------------*/
                FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
                FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
                if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
                if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
                #if (FXAA_DISCARD == 1)
                        return FxaaTexTop(tex, posM);
                #else
                        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
                #endif
        }
        /*==========================================================================*/
        #endif
        void main() {
            gl_FragColor = FxaaPixelShader(
                vUv,
                vec4(0.0),
                tDiffuse,
                tDiffuse,
                tDiffuse,
                resolution,
                vec4(0.0),
                vec4(0.0),
                vec4(0.0),
                0.75,
                0.166,
                0.0833,
                0.0,
                0.0,
                0.0,
                vec4(0.0)
            );
            // TODO avoid querying texture twice for same texel
            gl_FragColor.a = texture2D(tDiffuse, vUv).a;
        }`
};
export { FXAAShader };
static/js/object/ObjectSelect.js
@@ -1,7 +1,7 @@
function ObjectSelect(_scene, _camera,outlinePass) {
    var raycaster = new THREE.Raycaster();
    var mouse = new THREE.Vector2();
    var selectedObjects = [];
    let selectedObjects = [];
    window.addEventListener( 'click', onMouseClick);
@@ -23,10 +23,9 @@
        if (intersects.length === 0) {
            return;
        }
        let selectObject = intersects[0].object;
        console.log(outlinePass)
        outlinePass.selectedObjects = selectedObjects;//给选中的线条和物体加发光特效
        console.log(selectObject);
        selectedObjects = [];
        selectedObjects.push(intersects[0].object);
        outlinePass.selectedObjects = selectedObjects;
    }
}
static/js/object/StoreShelf.js
@@ -21,7 +21,7 @@
        opacity: 0.7
    });
    //定义一个组合体
    let group = new THREE.Group();
    // let group = new THREE.Group();
    // 货架总高
    let shelfHeight=this.bottomHight+(this.binYNum)*this.binHeight;