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<head> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no" /> | ||
<link rel="stylesheet" href="./../style/common.css" /> | ||
</head> | ||
<body> | ||
<script src="https://cdn.bootcdn.net/ajax/libs/dat-gui/0.7.9/dat.gui.min.js"></script> | ||
<script type="text/javascript" src="./../../build/Nova.js"></script> | ||
<script> | ||
const engine = new Nova.Engine(); | ||
const world = new Nova.World(); | ||
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const geo = Nova.Geometry3Factory.createPlane(); | ||
const mesh = Nova.EntityFactory.createMesh3(geo); | ||
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const projection = new Nova.PerspectiveProjection(); | ||
const camera = new Nova.Camera3(projection); | ||
camera.position.z = 3; | ||
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const renderSystem = new Nova.WebGPURenderSystem(); | ||
const renderer = new Nova.WebGPUMesh3Renderer(camera); | ||
renderSystem.addRenderer(renderer); | ||
world.addSystem(renderSystem).add(mesh); | ||
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const pass = new Nova.WebGPUPostProcessingPass("fxaa", ` | ||
@group(0) @binding(0) var mySampler : sampler; | ||
@group(0) @binding(1) var myTexture : texture_2d<f32>; | ||
@group(0) @binding(2) var<uniform> resolution : vec2<f32>; | ||
const FXAA_REDUCE_MIN = 1.0 / 128.0; | ||
const FXAA_REDUCE_MUL = 1.0 / 8.0; | ||
const FXAA_SPAN_MAX = 8.0; | ||
fn fxaa(tex: texture_2d<f32>, sam: sampler, fragCoord: vec2<f32>, resolution: vec2<f32>) -> vec4<f32> { | ||
var color = vec4<f32>(0.); | ||
var inverseVP = vec2<f32>(1.0 / resolution.x, 1.0 / resolution.y); | ||
var v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; | ||
var v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; | ||
var v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; | ||
var v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; | ||
var v_rgbM = vec2(fragCoord * inverseVP); | ||
var rgbNW = textureSample(tex, sam, v_rgbNW).xyz; | ||
var rgbNE = textureSample(tex, sam, v_rgbNE).xyz; | ||
var rgbSW = textureSample(tex, sam, v_rgbSW).xyz; | ||
var rgbSE = textureSample(tex, sam, v_rgbSE).xyz; | ||
var texColor = textureSample(tex, sam, v_rgbM); | ||
var rgbM = texColor.xyz; | ||
var luma = vec3<f32>(0.299, 0.587, 0.114); | ||
var lumaNW = dot(rgbNW, luma); | ||
var lumaNE = dot(rgbNE, luma); | ||
var lumaSW = dot(rgbSW, luma); | ||
var lumaSE = dot(rgbSE, luma); | ||
var lumaM = dot(rgbM, luma); | ||
var lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); | ||
var lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); | ||
var dir = vec2<f32>(0.); | ||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); | ||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); | ||
var dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * | ||
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); | ||
var 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)) * inverseVP; | ||
var rgbA = 0.5 * ( | ||
textureSample(tex, sam, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + | ||
textureSample(tex, sam, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); | ||
var rgbB = rgbA * 0.5 + 0.25 * ( | ||
textureSample(tex, sam, fragCoord * inverseVP + dir * -0.5).xyz + | ||
textureSample(tex, sam, fragCoord * inverseVP + dir * 0.5).xyz); | ||
var lumaB = dot(rgbB, luma); | ||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) { | ||
return vec4(rgbA, texColor.a); | ||
} else { | ||
return vec4(rgbB, texColor.a); | ||
} | ||
} | ||
@fragment | ||
fn main(@location(0) fragUV : vec2<f32>) -> @location(0) vec4<f32> { | ||
var fragCoord = fragUV * resolution; | ||
return fxaa(myTexture, mySampler, fragCoord, resolution); | ||
}`); | ||
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renderSystem.addPostprocessingPass(pass); | ||
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const gui = new dat.GUI(); | ||
gui.add(pass, "disabled"); | ||
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engine.addTask(() => { | ||
world.run(); | ||
mesh.rotation.y -= 0.01; | ||
}); | ||
</script> | ||
</body> |