FXAA抗锯齿算法--Laya引擎

先看效果图

FXAA抗锯齿算法是通过后处理方式实现(所谓后处理就是把本帧内需要渲染的数据由GPU执行完渲染后  再由相机把最终内容绘制成一张纹理 在纹理的基础上进行二次渲染加工称为后处理. ) 优点:节省性能 缺点:效果不是最佳的.

 

Shader部份

export class FXAA extends Laya.PostProcessEffect
{
    public static albedoTexture: number = Laya.Shader3D.propertyNameToID( "tDiffuse" );
    public static resolution: number = Laya.Shader3D.propertyNameToID( "resolution" );

    private _shader: Laya.Shader3D;
    private _shaderData: Laya.ShaderData = new Laya.ShaderData();

    constructor()
    {
        super();
        this.init();
        // this.setShaderName( "TestSmooth" );
    }

    public set albedoTexture( value: Laya.BaseTexture )
    {
        this._shaderData.setTexture( FXAA.albedoTexture, value );
    }

    public set resolution( value: Laya.Vector2 )
    {
        this._shaderData.setVector2( FXAA.resolution, value );
    }

    public init(): void
    {
        let attributeMap = {
            'a_PositionTexcoord': Laya.VertexMesh.MESH_POSITION0,
            'a_Texcoord0': Laya.VertexMesh.MESH_TEXTURECOORDINATE0
        };
        let uniformMap = {
            'u_MvpMatrix': Laya.Shader3D.PERIOD_SPRITE,
            'tDiffuse': Laya.Shader3D.PERIOD_MATERIAL,
            'resolution': Laya.Shader3D.PERIOD_MATERIAL,
        };

        // 创建shader
        this._shader = Laya.Shader3D.add( "SimpleColorEffect" );
        var subShader = new Laya.SubShader( attributeMap, uniformMap );
        this._shader.addSubShader( subShader );

        let vs1 = `
        #include \Lighting.glsl\;
        attribute vec4 a_PositionTexcoord;
        attribute vec2 a_Texcoord0;
        uniform mat4 u_MvpMatrix;
        varying vec2 vUv;
        varying vec2 v_Texcoord0;
        void main()
        {
            gl_Position = vec4(a_PositionTexcoord.xy, 0.0, 1.0);
            v_Texcoord0 = a_PositionTexcoord.zw;
            vUv = v_Texcoord0;
            gl_Position = remapGLPositionZ(gl_Position);
        }`;

        let a = {
            fragmentShader: [
                "precision highp float;",
                "",
                "uniform sampler2D tDiffuse;",
                "",
                "uniform vec2 resolution;",
                "",
                "varying vec2 vUv;",
                "",
                "uniform sampler2D u_MainTex;",
                "",
                "// 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.",
                "//",
                "//----------------------------------------------------------------------------------",
                "",
                "#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(0.0,0.0,0.0,0.0),",
                "    u_MainTex,",
                "    u_MainTex,",
                "    u_MainTex,",
                "    resolution,",
                "    vec4(0.0,0.0,0.0,0.0),",
                "    vec4(0.0,0.0,0.0,0.0),",
                "    vec4(0.0,0.0,0.0,0.0),",
                "    0.75,",
                "    0.166,",
                "    0.0833,",
                "    0.0,",
                "    0.0,",
                "    0.0,",
                "    vec4(0.0,0.0,0.0,0.0)",
                "  );",
                "",
                "  // TODO avoid querying texture twice for same texel",
                "  gl_FragColor.a = texture2D(u_MainTex, vUv).a;",
                "}"
            ].join( "\n" )
        }

        let ps1 = `
        #ifdef GL_FRAGMENT_PRECISION_HIGH
            precision highp float;
            #else
            precision mediump float;
            #endif
            uniform sampler2D u_MainTex;
            varying vec2 v_Texcoord0;
        void main()
        {
            vec4 resColor = texture2D(u_MainTex, v_Texcoord0.xy);
            gl_FragColor = resColor*vec4(1.0,0.0,0.0,1.0);
        }
        `;

        //添加着色器pass
        // subShader.addShaderPass( vs1, ps1 );
        subShader.addShaderPass( vs1, a.fragmentShader );
    }

    //重写render - 每一帧camera 捕获到的图像 渲染到屏幕之前执行
    render( context: Laya.PostProcessRenderContext )
    {
        let command = context.command;
        let source = context.source;
        let destination = context.destination;
        // 要渲染到目标纹理必须通过以下
        var rt1 = Laya.RenderTexture.createFromPool( source.width, source.height, 0, 3 );
        command.blitScreenTriangle( source, rt1, null, this._shader, this._shaderData );
        command.blitScreenTriangle( rt1, source );
        // 释放
        Laya.RenderTexture.recoverToPool( rt1 );
    }
}

逻辑应用层部份:

 var postProcess = new Laya.PostProcess();
            //创建一个简单的颜色滤镜效果
            let simple = new FXAA();
            //设置颜色
            simple.albedoTexture = tex;
            simple.resolution = new Laya.Vector2( 1 / Laya.stage.width * Laya.Browser.pixelRatio, 1 / Laya.stage.height * Laya.Browser.pixelRatio );
            //添加一个后期处理特效
            postProcess.addEffect( simple );
            camera.postProcess = postProcess;

 

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