From 499e1ab885c8efa147a96512534e257396be4527 Mon Sep 17 00:00:00 2001 From: Tarek Sherif Date: Wed, 17 Jul 2019 16:46:23 -0400 Subject: [PATCH 1/5] FXAA effect --- .../effects/src/shader-modules/fxaa/fxaa.js | 675 ++++++++++++++++++ 1 file changed, 675 insertions(+) create mode 100644 modules/effects/src/shader-modules/fxaa/fxaa.js diff --git a/modules/effects/src/shader-modules/fxaa/fxaa.js b/modules/effects/src/shader-modules/fxaa/fxaa.js new file mode 100644 index 0000000000..4abb56d6bd --- /dev/null +++ b/modules/effects/src/shader-modules/fxaa/fxaa.js @@ -0,0 +1,675 @@ +const fs = ` +/** + * @license + * 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. + */ + +// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples +// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h +// +// WebGL version used from cesium.js, used under Apached 2.0 License +// https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md +// with modifications to API to incorporate into luma.gl +// +// Steps used to integrate into Cesium: +// * The following defines are set: +// #define FXAA_PC 1 +// #define FXAA_WEBGL_1 1 +// #define FXAA_GREEN_AS_LUMA 1 +// #define FXAA_EARLY_EXIT 1 +// #define FXAA_GLSL_120 1 +// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed. +// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace +// /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/. +// * There are no implicit conversions from ivec* to vec* so replace: +// #define FxaaInt2 ivec2 +// with +// #define FxaaInt2 vec2 +// * The texture2DLod function is only available in vertex shaders so replace: +// #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) +// #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) +// with +// #define FxaaTexTop(t, p) texture2D(t, p) +// #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r)) +// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future. +// * The following parameters to FxaaPixelShader_ are unused and can be removed: +// fxaaConsolePosPos +// fxaaConsoleRcpFrameOpt +// fxaaConsoleRcpFrameOpt2 +// fxaaConsole360RcpFrameOpt2 +// fxaaConsoleEdgeSharpness +// fxaaConsoleEdgeThreshold +// fxaaConsoleEdgeThresholdMi +// fxaaConsole360ConstDir +// +// 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 + + +#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 +#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 +#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 + +#define FxaaBool bool +#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 vec2 +#define FxaaTex sampler2D + +#define FxaaSat(x) clamp(x, 0.0, 1.0) +#define FxaaTexTop(t, p) texture2D(t, p) +#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r)) + +FxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return rgba.y; } + +FxaaFloat4 FxaaPixelShader_( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // 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 FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // 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 +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #define lumaM rgbyM.y + 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)); +/*--------------------------------------------------------------------------*/ + 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) + return rgbyM; +/*--------------------------------------------------------------------------*/ + 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)); +/*--------------------------------------------------------------------------*/ + 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; + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); +} + +vec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) { + const float fxaa_QualitySubpix = 0.5; + const float fxaa_QualityEdgeThreshold = 0.125; + const float fxaa_QualityEdgeThresholdMin = 0.0833; + vec4 c = FxaaPixelShader_( + texCoord, + texture, + vec2(1.0) / texSize, + fxaa_QualitySubpix, + fxaa_QualityEdgeThreshold, + fxaa_QualityEdgeThresholdMin); + float alpha = texture2D(texture, texCoord).a; + return vec4(c.rgb, alpha); +} +`; + +export default { + name: 'fxaa', + uniforms: {}, + fs, + passes: [{sampler: true}] +}; From 45ee79b5dbcf1c55f2b0c5e56dcd6b28a26e463d Mon Sep 17 00:00:00 2001 From: Tarek Sherif Date: Wed, 17 Jul 2019 16:52:02 -0400 Subject: [PATCH 2/5] FXAA effect --- modules/effects/src/shader-modules/fxaa/fxaa.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/modules/effects/src/shader-modules/fxaa/fxaa.js b/modules/effects/src/shader-modules/fxaa/fxaa.js index 4abb56d6bd..3784772739 100644 --- a/modules/effects/src/shader-modules/fxaa/fxaa.js +++ b/modules/effects/src/shader-modules/fxaa/fxaa.js @@ -31,7 +31,7 @@ const fs = ` // NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples // Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h // -// WebGL version used from cesium.js, used under Apached 2.0 License +// WebGL version from cesium.js, used under Apached 2.0 License // https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md // with modifications to API to incorporate into luma.gl // From 4aa9f676c3b7c044dac0899321a328867fc9f338 Mon Sep 17 00:00:00 2001 From: Tarek Sherif Date: Wed, 17 Jul 2019 17:21:32 -0400 Subject: [PATCH 3/5] Calculate actual luminance --- modules/effects/src/shader-modules/fxaa/fxaa.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modules/effects/src/shader-modules/fxaa/fxaa.js b/modules/effects/src/shader-modules/fxaa/fxaa.js index 3784772739..dee09b9b0b 100644 --- a/modules/effects/src/shader-modules/fxaa/fxaa.js +++ b/modules/effects/src/shader-modules/fxaa/fxaa.js @@ -85,7 +85,7 @@ const fs = ` // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style // -#define FXAA_QUALITY_PRESET 12 +#define FXAA_QUALITY_PRESET 23 #if (FXAA_QUALITY_PRESET == 10) @@ -276,7 +276,7 @@ const fs = ` #define FxaaTexTop(t, p) texture2D(t, p) #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r)) -FxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return rgba.y; } +FxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)); } FxaaFloat4 FxaaPixelShader_( // From 5031a5806fda812d2f62146f1049e4a65e9deb81 Mon Sep 17 00:00:00 2001 From: Tarek Sherif Date: Thu, 18 Jul 2019 12:26:19 -0400 Subject: [PATCH 4/5] Fix fxaa --- modules/effects/src/index.js | 3 ++ .../effects/src/shader-modules/fxaa/fxaa.js | 28 +++++++++++-------- modules/webgl/src/classes/framebuffer.js | 5 ++-- 3 files changed, 23 insertions(+), 13 deletions(-) diff --git a/modules/effects/src/index.js b/modules/effects/src/index.js index 4161cd76a5..37bc099490 100644 --- a/modules/effects/src/index.js +++ b/modules/effects/src/index.js @@ -25,6 +25,9 @@ export {default as ink} from './shader-modules/fun-filters/ink'; export {default as bulgePinch} from './shader-modules/warp-filters/bulgepinch'; export {default as swirl} from './shader-modules/warp-filters/swirl'; +// Postprocessing +export {default as fxaa} from './shader-modules/fxaa/fxaa'; + // experimental shader modules and passes export {default as _depth} from './experimental/shader-modules/depth'; export {default as _convolution} from './experimental/shader-modules/convolution'; diff --git a/modules/effects/src/shader-modules/fxaa/fxaa.js b/modules/effects/src/shader-modules/fxaa/fxaa.js index dee09b9b0b..53c9fffb21 100644 --- a/modules/effects/src/shader-modules/fxaa/fxaa.js +++ b/modules/effects/src/shader-modules/fxaa/fxaa.js @@ -1,5 +1,5 @@ -const fs = ` /** + * ORIGINAL LICENCE * @license * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. * @@ -28,12 +28,17 @@ const fs = ` * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples -// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h -// +// LUMA.GL // WebGL version from cesium.js, used under Apached 2.0 License // https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md -// with modifications to API to incorporate into luma.gl +// with the following modifications: +// - fxaa_sampleColor to integrate with luma.gl +// - Return color value with alpha to avoid another tap +// - Calculate luminance in FxaaLuma + +// COMMENTS FROM CESIUM VERSION +// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples +// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h // // Steps used to integrate into Cesium: // * The following defines are set: @@ -85,8 +90,9 @@ const fs = ` // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style // -#define FXAA_QUALITY_PRESET 23 +const fs = ` +#define FXAA_QUALITY_PRESET 29 #if (FXAA_QUALITY_PRESET == 10) #define FXAA_QUALITY_PS 3 @@ -648,22 +654,22 @@ FxaaFloat4 FxaaPixelShader_( FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + return FxaaTexTop(tex, posM); } vec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) { const float fxaa_QualitySubpix = 0.5; const float fxaa_QualityEdgeThreshold = 0.125; const float fxaa_QualityEdgeThresholdMin = 0.0833; - vec4 c = FxaaPixelShader_( + + return FxaaPixelShader_( texCoord, texture, vec2(1.0) / texSize, fxaa_QualitySubpix, fxaa_QualityEdgeThreshold, - fxaa_QualityEdgeThresholdMin); - float alpha = texture2D(texture, texCoord).a; - return vec4(c.rgb, alpha); + fxaa_QualityEdgeThresholdMin + ); } `; diff --git a/modules/webgl/src/classes/framebuffer.js b/modules/webgl/src/classes/framebuffer.js index 9841c86892..0bcff816f9 100644 --- a/modules/webgl/src/classes/framebuffer.js +++ b/modules/webgl/src/classes/framebuffer.js @@ -433,10 +433,11 @@ export default class Framebuffer extends Resource { // behavior we always disable mipmaps. mipmaps: false, // Set MIN and MAG filtering parameters so mipmaps are not used in sampling. + // Use LINEAR so subpixel algos like fxaa work. // Set WRAP modes that support NPOT textures too. parameters: { - [GL.TEXTURE_MIN_FILTER]: GL.NEAREST, - [GL.TEXTURE_MAG_FILTER]: GL.NEAREST, + [GL.TEXTURE_MIN_FILTER]: GL.LINEAR, + [GL.TEXTURE_MAG_FILTER]: GL.LINEAR, [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE, [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE } From 36f9de3dc9030cce86c0a0b93bf2af123608464c Mon Sep 17 00:00:00 2001 From: Tarek Sherif Date: Thu, 18 Jul 2019 16:49:32 -0400 Subject: [PATCH 5/5] Update docs --- docs/api-reference/webgl/framebuffer.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/api-reference/webgl/framebuffer.md b/docs/api-reference/webgl/framebuffer.md index e6d7ab1253..4973d949cc 100644 --- a/docs/api-reference/webgl/framebuffer.md +++ b/docs/api-reference/webgl/framebuffer.md @@ -171,8 +171,8 @@ For color, new `Texture2D` object is created with no mipmaps and following filte | Texture parameter | Value | | --- | --- | -| `GL.TEXTURE_MIN_FILTER` | `GL.NEAREST` | -| `GL.TEXTURE_MAG_FILTER` | `GL.NEAREST` | +| `GL.TEXTURE_MIN_FILTER` | `GL.LINEAR` | +| `GL.TEXTURE_MAG_FILTER` | `GL.LINEAR` | | `GL.TEXTURE_WRAP_S` | `GL.CLAMP_TO_EDGE` | | `GL.TEXTURE_WRAP_T` | `GL.CLAMP_TO_EDGE` |