mirror of
https://github.com/processing/processing4.git
synced 2026-03-20 11:27:24 +01:00
Added FXAA example
This commit is contained in:
54
java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde
Normal file
54
java/libraries/opengl/examples/Shaders/FXAA/FXAA.pde
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
69
java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl
Normal file
69
java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl
Normal file
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user