From c07eafd8248f9035d3c72b298caf92128c3c92b5 Mon Sep 17 00:00:00 2001
From: luxiaotao1123 <t1341870251@63.com>
Date: 星期一, 03 一月 2022 10:01:24 +0800
Subject: [PATCH] #

---
 static/js/app.js                           |   29 +
 static/js/lib/postprocessing/FXAAShader.js | 1118 +++++++++++++++++++++++++++++++++++++++++++++++++++++++
 static/js/object/ObjectSelect.js           |    9 
 static/js/object/StoreShelf.js             |    2 
 4 files changed, 1,143 insertions(+), 15 deletions(-)

diff --git a/static/js/app.js b/static/js/app.js
index 5cc0647..3600009 100644
--- a/static/js/app.js
+++ b/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;	// 鑹茶皟
 			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;//鍖呭洿绾挎祿搴�
-			this.outlinePass.edgeGlow = 0.1;//杈圭紭绾胯寖鍥�
-			this.outlinePass.edgeThickness = 1;//杈圭紭绾挎祿搴�
-			this.outlinePass.pulsePeriod = 2;//鍖呭洿绾块棯鐑佽瘎鐜�
-			this.outlinePass.visibleEdgeColor.set('#B31985');//鍖呭洿绾块鑹�
-			this.outlinePass.hiddenEdgeColor.set('#190a05');//琚伄鎸$殑杈圭晫绾块鑹�
+			// this.outlinePass.edgeStrength = 1;//鍖呭洿绾挎祿搴�
+			// this.outlinePass.edgeGlow = 0.1;//杈圭紭绾胯寖鍥�
+			// this.outlinePass.edgeThickness = 1;//杈圭紭绾挎祿搴�
+			// this.outlinePass.pulsePeriod = 2;//鍖呭洿绾块棯鐑佽瘎鐜�
+			// this.outlinePass.visibleEdgeColor.set('#B31985');//鍖呭洿绾块鑹�
+			// this.outlinePass.hiddenEdgeColor.set('#190a05');//琚伄鎸$殑杈圭晫绾块鑹�
 		}
 		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);
diff --git a/static/js/lib/postprocessing/FXAAShader.js b/static/js/lib/postprocessing/FXAAShader.js
new file mode 100644
index 0000000..0d22ab2
--- /dev/null
+++ b/static/js/lib/postprocessing/FXAAShader.js
@@ -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 };
diff --git a/static/js/object/ObjectSelect.js b/static/js/object/ObjectSelect.js
index 3b8b523..83cc006 100644
--- a/static/js/object/ObjectSelect.js
+++ b/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;//缁欓�変腑鐨勭嚎鏉″拰鐗╀綋鍔犲彂鍏夌壒鏁�
-        console.log(selectObject);
+        selectedObjects = [];
+        selectedObjects.push(intersects[0].object);
+        outlinePass.selectedObjects = selectedObjects;
     }
 
 }
diff --git a/static/js/object/StoreShelf.js b/static/js/object/StoreShelf.js
index dcf448e..fb12c2c 100644
--- a/static/js/object/StoreShelf.js
+++ b/static/js/object/StoreShelf.js
@@ -21,7 +21,7 @@
         opacity: 0.7
     });
     //瀹氫箟涓�涓粍鍚堜綋
-    let group = new THREE.Group();
+    // let group = new THREE.Group();
 
     // 璐ф灦鎬婚珮
     let shelfHeight=this.bottomHight+(this.binYNum)*this.binHeight;

--
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