From d2e4195c9a7cef2ca0868ea34a41ef505b7c6b62 Mon Sep 17 00:00:00 2001 From: codeanticode Date: Sun, 27 May 2012 01:37:57 +0000 Subject: [PATCH] Added FXAA example --- .../opengl/examples/Shaders/FXAA/FXAA.pde | 54 +++++++++++++++ .../examples/Shaders/FXAA/data/fxaa.glsl | 69 +++++++++++++++++++ 2 files changed, 123 insertions(+) create mode 100644 java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde create mode 100644 java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl diff --git a/java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde b/java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde new file mode 100644 index 000000000..178b242c9 --- /dev/null +++ b/java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde @@ -0,0 +1,54 @@ +// This example uses a FxAA post-processing filter for fast +// fullscreen antialiasing: +// http://www.kotaku.com.au/2011/12/what-is-fxaa/ +// +// Press any key to enable/disable the shader. + +PGraphics canvas; +PGraphicsOpenGL pg; +PShader shader; +boolean usingShader; + +void setup() { + size(1280, 800, P2D); + noSmooth(); + + canvas = createGraphics(width, height, P2D); + canvas.noSmooth(); + + pg = (PGraphicsOpenGL) g; + shader = pg.loadShader("fxaa.glsl", POLY_SHADER_TEX); + pg.setShader(shader, POLY_SHADER_TEX); + println("FXAA shader is enabled"); + usingShader = true; + + canvas.beginDraw(); + canvas.background(255); + canvas.stroke(0); + canvas.strokeWeight(15); + canvas.strokeCap(ROUND); + canvas.endDraw(); +} + +public void draw() { + canvas.beginDraw(); + if (1 < dist(mouseX, mouseY, pmouseX, pmouseY)) { + canvas.line(pmouseX, pmouseY, mouseX, mouseY); + } + canvas.endDraw(); + + image(canvas, 0, 0); +} + +public void keyPressed() { + if (usingShader) { + pg.defaultShader(POLY_SHADER_TEX); + println("FXAA shader is disabled"); + usingShader = false; + } else { + pg.setShader(shader, POLY_SHADER_TEX); + println("FXAA shader is enabled"); + usingShader = true; + } +} + diff --git a/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl b/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl new file mode 100644 index 000000000..693db482b --- /dev/null +++ b/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl @@ -0,0 +1,69 @@ +// FXAA shader, GLSL code adapted from: +// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA +// Whitepaper describing the technique: +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf + +#ifdef GL_ES +precision mediump float; +precision mediump int; +#endif + +uniform sampler2D textureSampler; + +// The inverse of the texture dimensions along X and Y +uniform vec2 texcoordOffset; + +varying vec4 vertColor; +varying vec4 vertTexcoord; + +void main() { + // The parameters are hardcoded for now, but could be + // made into uniforms to control fromt he program. + float FXAA_SPAN_MAX = 8.0; + float FXAA_REDUCE_MUL = 1.0/8.0; + float FXAA_REDUCE_MIN = (1.0/128.0); + + vec3 rgbNW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; + vec3 rgbNE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; + vec3 rgbSW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; + vec3 rgbSE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; + vec3 rgbM = texture2D(textureSampler, vertTexcoord.xy).xyz; + + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot( rgbM, luma); + + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); + + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset; + + vec3 rgbA = (1.0/2.0) * ( + texture2D(textureSampler, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz + + texture2D(textureSampler, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( + texture2D(textureSampler, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz + + texture2D(textureSampler, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz); + float lumaB = dot(rgbB, luma); + + if((lumaB < lumaMin) || (lumaB > lumaMax)){ + gl_FragColor.xyz=rgbA; + } else { + gl_FragColor.xyz=rgbB; + } + gl_FragColor.a = 1.0; + + gl_FragColor *= vertColor; +}