# Code coverage report for src/shader/source/compositor/fxaa3.glsl.js

# all files / src/shader/source/compositor/ fxaa3.glsl.js

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     export default "@export clay.compositor.fxaa3\nuniform sampler2D texture;\nuniform vec4 viewport : VIEWPORT;\nuniform float subpixel: 0.75;\nuniform float edgeThreshold: 0.125;\nuniform float edgeThresholdMin: 0.0625;\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\nfloat FxaaLuma(vec4 rgba) { return rgba.y; }\nvec4 FxaaPixelShader(\n    vec2 pos\n    ,sampler2D tex\n    ,vec2 fxaaQualityRcpFrame\n    ,float fxaaQualitySubpix\n    ,float fxaaQualityEdgeThreshold\n    ,float fxaaQualityEdgeThresholdMin\n) {\n    vec2 posM;\n    posM.x = pos.x;\n    posM.y = pos.y;\n    vec4 rgbyM = decodeHDR(texture2D(texture, posM, 0.0));\n    float lumaS = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 0.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0, 0.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaN = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 0.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0, 0.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float maxSM = max(lumaS, rgbyM.y);\n    float minSM = min(lumaS, rgbyM.y);\n    float maxESM = max(lumaE, maxSM);\n    float minESM = min(lumaE, minSM);\n    float maxWN = max(lumaN, lumaW);\n    float minWN = min(lumaN, lumaW);\n    float rangeMax = max(maxWN, maxESM);\n    float rangeMin = min(minWN, minESM);\n    float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n    float range = rangeMax - rangeMin;\n    float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n    bool earlyExit = range < rangeMaxClamped;\n    if(earlyExit) return rgbyM;\n    float lumaNW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaSE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaNE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaSW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n    float lumaNS = lumaN + lumaS;\n    float lumaWE = lumaW + lumaE;\n    float subpixRcpRange = 1.0/range;\n    float subpixNSWE = lumaNS + lumaWE;\n    float edgeHorz1 = (-2.0 * rgbyM.y) + lumaNS;\n    float edgeVert1 = (-2.0 * rgbyM.y) + lumaWE;\n    float lumaNESE = lumaNE + lumaSE;\n    float lumaNWNE = lumaNW + lumaNE;\n    float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n    float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n    float lumaNWSW = lumaNW + lumaSW;\n    float lumaSWSE = lumaSW + lumaSE;\n    float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n    float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n    float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n    float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n    float edgeHorz = abs(edgeHorz3) + edgeHorz4;\n    float edgeVert = abs(edgeVert3) + edgeVert4;\n    float subpixNWSWNESE = lumaNWSW + lumaNESE;\n    float lengthSign = fxaaQualityRcpFrame.x;\n    bool horzSpan = edgeHorz >= edgeVert;\n    float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n    if(!horzSpan) lumaN = lumaW;\n    if(!horzSpan) lumaS = lumaE;\n    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n    float subpixB = (subpixA * (1.0/12.0)) - rgbyM.y;\n    float gradientN = lumaN - rgbyM.y;\n    float gradientS = lumaS - rgbyM.y;\n    float lumaNN = lumaN + rgbyM.y;\n    float lumaSS = lumaS + rgbyM.y;\n    bool pairN = abs(gradientN) >= abs(gradientS);\n    float gradient = max(abs(gradientN), abs(gradientS));\n    if(pairN) lengthSign = -lengthSign;\n    float subpixC = clamp(abs(subpixB) * subpixRcpRange, 0.0, 1.0);\n    vec2 posB;\n    posB.x = posM.x;\n    posB.y = posM.y;\n    vec2 offNP;\n    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n    if(!horzSpan) posB.x += lengthSign * 0.5;\n    if( horzSpan) posB.y += lengthSign * 0.5;\n    vec2 posN;\n    posN.x = posB.x - offNP.x * 1.0;\n    posN.y = posB.y - offNP.y * 1.0;\n    vec2 posP;\n    posP.x = posB.x + offNP.x * 1.0;\n    posP.y = posB.y + offNP.y * 1.0;\n    float subpixD = ((-2.0)*subpixC) + 3.0;\n    float lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN, 0.0)));\n    float subpixE = subpixC * subpixC;\n    float lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP, 0.0)));\n    if(!pairN) lumaNN = lumaSS;\n    float gradientScaled = gradient * 1.0/4.0;\n    float lumaMM = rgbyM.y - lumaNN * 0.5;\n    float subpixF = subpixD * subpixE;\n    bool lumaMLTZero = lumaMM < 0.0;\n    lumaEndN -= lumaNN * 0.5;\n    lumaEndP -= lumaNN * 0.5;\n    bool doneN = abs(lumaEndN) >= gradientScaled;\n    bool doneP = abs(lumaEndP) >= gradientScaled;\n    if(!doneN) posN.x -= offNP.x * 1.5;\n    if(!doneN) posN.y -= offNP.y * 1.5;\n    bool doneNP = (!doneN) || (!doneP);\n    if(!doneP) posP.x += offNP.x * 1.5;\n    if(!doneP) posP.y += offNP.y * 1.5;\n    if(doneNP) {\n        if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n        if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n        doneN = abs(lumaEndN) >= gradientScaled;\n        doneP = abs(lumaEndP) >= gradientScaled;\n        if(!doneN) posN.x -= offNP.x * 2.0;\n        if(!doneN) posN.y -= offNP.y * 2.0;\n        doneNP = (!doneN) || (!doneP);\n        if(!doneP) posP.x += offNP.x * 2.0;\n        if(!doneP) posP.y += offNP.y * 2.0;\n        if(doneNP) {\n            if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n            if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n            doneN = abs(lumaEndN) >= gradientScaled;\n            doneP = abs(lumaEndP) >= gradientScaled;\n            if(!doneN) posN.x -= offNP.x * 4.0;\n            if(!doneN) posN.y -= offNP.y * 4.0;\n            doneNP = (!doneN) || (!doneP);\n            if(!doneP) posP.x += offNP.x * 4.0;\n            if(!doneP) posP.y += offNP.y * 4.0;\n            if(doneNP) {\n                if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n                if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n                doneN = abs(lumaEndN) >= gradientScaled;\n                doneP = abs(lumaEndP) >= gradientScaled;\n                if(!doneN) posN.x -= offNP.x * 12.0;\n                if(!doneN) posN.y -= offNP.y * 12.0;\n                doneNP = (!doneN) || (!doneP);\n                if(!doneP) posP.x += offNP.x * 12.0;\n                if(!doneP) posP.y += offNP.y * 12.0;\n            }\n        }\n    }\n    float dstN = posM.x - posN.x;\n    float dstP = posP.x - posM.x;\n    if(!horzSpan) dstN = posM.y - posN.y;\n    if(!horzSpan) dstP = posP.y - posM.y;\n    bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n    float spanLength = (dstP + dstN);\n    bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n    float spanLengthRcp = 1.0/spanLength;\n    bool directionN = dstN < dstP;\n    float dst = min(dstN, dstP);\n    bool goodSpan = directionN ? goodSpanN : goodSpanP;\n    float subpixG = subpixF * subpixF;\n    float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n    float subpixH = subpixG * fxaaQualitySubpix;\n    float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n    float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n    return vec4(decodeHDR(texture2D(texture, posM, 0.0)).xyz, rgbyM.y);\n}\nvoid main()\n{\n    vec4 color = FxaaPixelShader(\n        v_Texcoord,\n        texture,\n        vec2(1.0) / viewport.zw,\n        subpixel,\n        edgeThreshold,\n        edgeThresholdMin\n    );\n    gl_FragColor = vec4(color.rgb, 1.0);\n}\n@end";