FXAAFilter.java
package com.jme3.post.filters;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
/**
* http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
* http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
*
* @author Phate666 (adapted to jme3)
*
*/
public class FXAAFilter extends Filter
{
private float FXAA_SUBPIX_SHIFT = 1.0f / 4.0f;
private float vx_offset = 0.0f;
private float FXAA_SPAN_MAX = 8.0f;
private float FXAA_REDUCE_MUL = 1.0f / 8.0f;
public FXAAFilter()
{
super("FXAAFilter");
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h)
{
material = new Material(manager, "Common/MatDefs/Post/FXAA.j3md");
material.setFloat("rt_w", w);
material.setFloat("rt_h", h);
material.setFloat("FXAA_SUBPIX_SHIFT", FXAA_SUBPIX_SHIFT);
material.setFloat("vx_offset", vx_offset);
material.setFloat("FXAA_SPAN_MAX", FXAA_SPAN_MAX);
material.setFloat("FXAA_REDUCE_MUL", FXAA_REDUCE_MUL);
}
@Override
protected Material getMaterial()
{
return material;
}
public void setSpanMax(float spanMax)
{
FXAA_SPAN_MAX = spanMax;
if (material != null)
{
material.setFloat("FXAA_SPAN_MAX", FXAA_SPAN_MAX);
}
}
/**
* set to 0.0f for higher quality
*
* @param subPixelShift
*/
public void setSubPixelShift(float subPixelShift)
{
FXAA_SUBPIX_SHIFT = subPixelShift;
if (material != null)
{
material.setFloat("FXAA_SUBPIX_SHIFT", FXAA_SUBPIX_SHIFT);
}
}
/**
* set to 0.0f for higher quality
*
* @param reduceMul
*/
public void setReduceMul(float reduceMul)
{
FXAA_REDUCE_MUL = reduceMul;
if (material != null)
{
material.setFloat("FXAA_REDUCE_MUL", FXAA_REDUCE_MUL);
}
}
public void setVxOffset(float vxOffset)
{
vx_offset = vxOffset;
if (material != null)
{
material.setFloat("vx_offset", vx_offset);
}
}
}
FXAA.j3md
MaterialDef FXAA {
MaterialParameters {
Int NumSamples
Texture2D Texture
Float FXAA_SUBPIX_SHIFT
Float rt_w
Float rt_h
Float vx_offset
Float FXAA_SPAN_MAX
Float FXAA_REDUCE_MUL
}
Technique {
VertexShader GLSL100: Common/MatDefs/Post/FXAA.vert
FragmentShader GLSL120: Common/MatDefs/Post/FXAA.frag
WorldParameters {
WorldViewProjectionMatrix
}
}
Technique FixedFunc {
}
}
FXAA.vert
uniform mat4 g_WorldViewProjectionMatrix;
attribute vec4 inPosition;
attribute vec2 inTexCoord;
varying vec2 texCoord;
uniform float m_FXAA_SUBPIX_SHIFT;
uniform float m_rt_w;
uniform float m_rt_h;
varying vec4 posPos;
void main() {
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
vec2 rcpFrame = vec2(1.0/m_rt_w, 1.0/m_rt_h);
posPos.xy = inTexCoord.xy;
posPos.zw = inTexCoord.xy -
(rcpFrame * (0.5 + m_FXAA_SUBPIX_SHIFT));
}
FXAA.frag
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D m_Texture;
varying vec2 texCoord;
uniform float m_vx_offset;
uniform float m_rt_w;
uniform float m_rt_h;
uniform float m_FXAA_SPAN_MAX;
uniform float m_FXAA_REDUCE_MUL;
varying vec4 posPos;
#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
/*---------------------------------------------------------*/
#define FXAA_REDUCE_MIN (1.0/128.0)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
/*---------------------------------------------------------*/
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
vec3 rgbM = FxaaTexLod0(tex, posPos.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 * m_FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(FxaaFloat2( m_FXAA_SPAN_MAX, m_FXAA_SPAN_MAX),
max(FxaaFloat2(-m_FXAA_SPAN_MAX, -m_FXAA_SPAN_MAX),
dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0/2.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB; }
vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
vec4 c = vec4(0.0);
vec2 rcpFrame = vec2(1.0/m_rt_w, 1.0/m_rt_h);
c.rgb = FxaaPixelShader(posPos, tex, rcpFrame);
//c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
c.a = 1.0;
return c;
}
void main()
{
vec2 uv = texCoord.st;
gl_FragColor = PostFX(m_Texture, uv, 0.0);
}