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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