from ursina import * fxaa_shader = Shader(language=Shader.GLSL, fragment=''' //fragment shader, the interesting part! #version 400 uniform sampler2D tex; //the rendered framebuffer containing the color bound as sampler2D uniform vec2 window_size; //the size of the window/framebuffer in vec2 uv; layout( location = 0 ) out vec4 color; //the manipulated color output ////////////////////////////////////////////////////////////////////////////// //FXAA #ifndef FXAA_REDUCE_MIN #define FXAA_REDUCE_MIN (1.0/ 128.0) #endif #ifndef FXAA_REDUCE_MUL #define FXAA_REDUCE_MUL (1.0 / 8.0) #endif #ifndef FXAA_SPAN_MAX #define FXAA_SPAN_MAX 8.0 #endif //optimized version for mobile, where dependent //texture reads can be a bottleneck vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution) { vec4 color; vec2 inverseVP = 1.0 / resolution.xy; vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; vec2 v_rgbM = vec2(fragCoord * inverseVP); vec3 rgbNW = texture2D(tex, v_rgbNW).xyz; vec3 rgbNE = texture2D(tex, v_rgbNE).xyz; vec3 rgbSW = texture2D(tex, v_rgbSW).xyz; vec3 rgbSE = texture2D(tex, v_rgbSE).xyz; vec4 texColor = texture2D(tex, v_rgbM); vec3 rgbM = texColor.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))); mediump 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)) * inverseVP; vec3 rgbA = 0.5 * ( texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color = vec4(rgbA, texColor.a); else color = vec4(rgbB, texColor.a); return color; } //FXAA END ////////////////////////////////////////////////////////////////////////////// void main () { //calculate smoothed color by applying fxaa (usually at sharp edges) color.rgb = fxaa(tex, gl_FragCoord.st, window_size).rgb; float r = mix(0, 1, gl_FragCoord.x/window_size.x); // color.rgb = vec3(0,r*.5,0); // color.rgb = texture(tex, uv).rgb; color.a = 1.0f; } ''', default_input={ 'window_size': Vec2(1280,720), } ) if __name__ == '__main__': app = Ursina() window.color=color.black # b = Entity(model='sphere') Entity(model='plane', scale=10, y=-2, texture='shore') # Entity(model='quad', texture='circle', x=2) EditorCamera() Entity(model='quad', color=color.red, double_sided=True) Entity(model='quad', color=color.green, z=-.001, scale=.5, texture='circle') # Button(scale=.25, model='circle') camera.shader = fxaa_shader camera.clip_plane_far=100 Sky() def input(key): if key == 'space': if not camera.shader: camera.shader = fxaa_shader else: camera.shader = None app.run()