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- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\n precision highp float;\n layout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n };\n layout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n };\n #if ANTIALIAS_TYPE == 1\n vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n vec4 texColor = texture(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(8.0, 8.0),\n max(vec2(-8.0, -8.0),\n dir * rcpDirMin)) * inverseVP;\n vec3 rgbA = 0.5 * (\n texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n }\n #endif\n #if ANTIALIAS_TYPE == 2\n vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n }\n vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n }\n #define FxaaTex sampler2D\n #define int2 vec2\n #define float2 vec2\n #define float3 vec3\n #define float4 vec4\n #define FxaaBool3 bvec3\n #define FxaaInt2 vec2\n #define FxaaFloat2 vec2\n #define FxaaFloat3 vec3\n #define FxaaFloat4 vec4\n #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n #define FxaaPow3(x, y) pow(x, y)\n #define FxaaSel3(f, t, b) mix((f), (t), (b))\n #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture(tex, pos.xy);\n }\n float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n }\n float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n }\n #define FXAA_SRGB_ROP 0\n #ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n #endif\n #if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n float FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\n float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\n float3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n }\n float3 FxaaPixelShader(\n float2 pos,\n FxaaTex tex,\n float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n }\n #endif\n layout(location = 0) in vec2 v_uv;\n layout(set = 1, binding = 0) uniform sampler2D outputResultMap;\n layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n vec2 inverseVP = 1.0 / resolution.xy;\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n #if ANTIALIAS_TYPE == 1\n mediump vec2 v_rgbNW;\n mediump vec2 v_rgbNE;\n mediump vec2 v_rgbSW;\n mediump vec2 v_rgbSE;\n mediump vec2 v_rgbM;\n vec2 resolution = cc_screenSize.xy;\n vec2 fragCoord = v_uv * resolution;\n texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n #elif ANTIALIAS_TYPE == 2\n vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n fragColor = vec4(color, texture(outputResultMap, v_uv).a);\n #else\n fragColor = texture(outputResultMap, v_uv);\n #endif\n }"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\n precision highp float;\n layout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n };\n layout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n };\n #if ANTIALIAS_TYPE == 1\n vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n vec4 texColor = texture(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(8.0, 8.0),\n max(vec2(-8.0, -8.0),\n dir * rcpDirMin)) * inverseVP;\n vec3 rgbA = 0.5 * (\n texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n }\n #endif\n #if ANTIALIAS_TYPE == 2\n vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n }\n vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n }\n #define FxaaTex sampler2D\n #define int2 vec2\n #define float2 vec2\n #define float3 vec3\n #define float4 vec4\n #define FxaaBool3 bvec3\n #define FxaaInt2 vec2\n #define FxaaFloat2 vec2\n #define FxaaFloat3 vec3\n #define FxaaFloat4 vec4\n #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n #define FxaaPow3(x, y) pow(x, y)\n #define FxaaSel3(f, t, b) mix((f), (t), (b))\n #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture(tex, pos.xy);\n }\n float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n }\n float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n }\n #define FXAA_SRGB_ROP 0\n #ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n #endif\n #if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n float FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\n float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\n float3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n }\n float3 FxaaPixelShader(\n float2 pos,\n FxaaTex tex,\n float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n }\n #endif\n in vec2 v_uv;\n uniform sampler2D outputResultMap;\n layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n vec2 inverseVP = 1.0 / resolution.xy;\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n #if ANTIALIAS_TYPE == 1\n mediump vec2 v_rgbNW;\n mediump vec2 v_rgbNE;\n mediump vec2 v_rgbSW;\n mediump vec2 v_rgbSE;\n mediump vec2 v_rgbM;\n vec2 resolution = cc_screenSize.xy;\n vec2 fragCoord = v_uv * resolution;\n texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n #elif ANTIALIAS_TYPE == 2\n vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n fragColor = vec4(color, texture(outputResultMap, v_uv).a);\n #else\n fragColor = texture(outputResultMap, v_uv);\n #endif\n }"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\n precision highp float;\n uniform mediump vec4 cc_screenSize;\n #if ANTIALIAS_TYPE == 1\n vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(8.0, 8.0),\n max(vec2(-8.0, -8.0),\n dir * rcpDirMin)) * inverseVP;\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n }\n #endif\n #if ANTIALIAS_TYPE == 2\n vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DGradEXT(tex, P, dPdx, dPdy);\n #else\n return texture2D(tex, P);\n #endif\n }\n vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeGradEXT(tex, P, dPdx, dPdy);\n #else\n return textureCube(tex, P);\n #endif\n }\n #define FxaaTex sampler2D\n #define int2 vec2\n #define float2 vec2\n #define float3 vec3\n #define float4 vec4\n #define FxaaBool3 bvec3\n #define FxaaInt2 vec2\n #define FxaaFloat2 vec2\n #define FxaaFloat3 vec3\n #define FxaaFloat4 vec4\n #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n #define FxaaPow3(x, y) pow(x, y)\n #define FxaaSel3(f, t, b) mix((f), (t), (b))\n #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture2D(tex, pos.xy);\n }\n float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n }\n float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n }\n #define FXAA_SRGB_ROP 0\n #ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n #endif\n #if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n #endif\n #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n float FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\n float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\n float3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n }\n float3 FxaaPixelShader(\n float2 pos,\n FxaaTex tex,\n float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n }\n #endif\n varying vec2 v_uv;\n uniform sampler2D outputResultMap;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n vec2 inverseVP = 1.0 / resolution.xy;\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n #if ANTIALIAS_TYPE == 1\n mediump vec2 v_rgbNW;\n mediump vec2 v_rgbNE;\n mediump vec2 v_rgbSW;\n mediump vec2 v_rgbSE;\n mediump vec2 v_rgbM;\n vec2 resolution = cc_screenSize.xy;\n vec2 fragCoord = v_uv * resolution;\n texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n gl_FragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n #elif ANTIALIAS_TYPE == 2\n vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n gl_FragColor = vec4(color, texture2D(outputResultMap, v_uv).a);\n #else\n gl_FragColor = texture2D(outputResultMap, v_uv);\n #endif\n }"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "ANTIALIAS_TYPE",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 3
- ]
- },
- {
- "name": "FXAA_DEBUG",
- "type": "boolean",
- "defines": []
- }
- ],
- "name": "pipeline/post-process|post-process-vs|post-process-fs"
- }
- ],
- "combinations": [],
- "hideInEditor": false
- }
|