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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /SMAAShader.js
| import { | |
| Vector2 | |
| } from 'three'; | |
| /** | |
| * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8 | |
| * Preset: SMAA 1x Medium (with color edge detection) | |
| * https://github.com/iryoku/smaa/releases/tag/v2.8 | |
| */ | |
| const SMAAEdgesShader = { | |
| name: 'SMAAEdgesShader', | |
| defines: { | |
| 'SMAA_THRESHOLD': '0.1' | |
| }, | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[ 3 ]; | |
| void SMAAEdgeDetectionVS( vec2 texcoord ) { | |
| vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component | |
| vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component | |
| vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component | |
| } | |
| void main() { | |
| vUv = uv; | |
| SMAAEdgeDetectionVS( vUv ); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| uniform sampler2D tDiffuse; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[ 3 ]; | |
| vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) { | |
| vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD ); | |
| // Calculate color deltas: | |
| vec4 delta; | |
| vec3 C = texture2D( colorTex, texcoord ).rgb; | |
| vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb; | |
| vec3 t = abs( C - Cleft ); | |
| delta.x = max( max( t.r, t.g ), t.b ); | |
| vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb; | |
| t = abs( C - Ctop ); | |
| delta.y = max( max( t.r, t.g ), t.b ); | |
| // We do the usual threshold: | |
| vec2 edges = step( threshold, delta.xy ); | |
| // Then discard if there is no edge: | |
| if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 ) | |
| discard; | |
| // Calculate right and bottom deltas: | |
| vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb; | |
| t = abs( C - Cright ); | |
| delta.z = max( max( t.r, t.g ), t.b ); | |
| vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb; | |
| t = abs( C - Cbottom ); | |
| delta.w = max( max( t.r, t.g ), t.b ); | |
| // Calculate the maximum delta in the direct neighborhood: | |
| float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w ); | |
| // Calculate left-left and top-top deltas: | |
| vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb; | |
| t = abs( C - Cleftleft ); | |
| delta.z = max( max( t.r, t.g ), t.b ); | |
| vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb; | |
| t = abs( C - Ctoptop ); | |
| delta.w = max( max( t.r, t.g ), t.b ); | |
| // Calculate the final maximum delta: | |
| maxDelta = max( max( maxDelta, delta.z ), delta.w ); | |
| // Local contrast adaptation in action: | |
| edges.xy *= step( 0.5 * maxDelta, delta.xy ); | |
| return vec4( edges, 0.0, 0.0 ); | |
| } | |
| void main() { | |
| gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse ); | |
| }` | |
| }; | |
| const SMAAWeightsShader = { | |
| name: 'SMAAWeightsShader', | |
| defines: { | |
| 'SMAA_MAX_SEARCH_STEPS': '8', | |
| 'SMAA_AREATEX_MAX_DISTANCE': '16', | |
| 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )', | |
| 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )' | |
| }, | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'tArea': { value: null }, | |
| 'tSearch': { value: null }, | |
| 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[ 3 ]; | |
| varying vec2 vPixcoord; | |
| void SMAABlendingWeightCalculationVS( vec2 texcoord ) { | |
| vPixcoord = texcoord / resolution; | |
| // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): | |
| vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components | |
| vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components | |
| // And these for the searches, they indicate the ends of the loops: | |
| vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS ); | |
| } | |
| void main() { | |
| vUv = uv; | |
| SMAABlendingWeightCalculationVS( vUv ); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 ) | |
| uniform sampler2D tDiffuse; | |
| uniform sampler2D tArea; | |
| uniform sampler2D tSearch; | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[3]; | |
| varying vec2 vPixcoord; | |
| #if __VERSION__ == 100 | |
| vec2 round( vec2 x ) { | |
| return sign( x ) * floor( abs( x ) + 0.5 ); | |
| } | |
| #endif | |
| float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) { | |
| // Not required if searchTex accesses are set to point: | |
| // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0); | |
| // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE + | |
| // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE; | |
| e.r = bias + e.r * scale; | |
| return 255.0 * texture2D( searchTex, e, 0.0 ).r; | |
| } | |
| float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { | |
| /** | |
| * @PSEUDO_GATHER4 | |
| * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to | |
| * sample between edge, thus fetching four edges in a row. | |
| * Sampling with different offsets in each direction allows to disambiguate | |
| * which edges are active from the four fetched ones. | |
| */ | |
| vec2 e = vec2( 0.0, 1.0 ); | |
| for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for | |
| e = texture2D( edgesTex, texcoord, 0.0 ).rg; | |
| texcoord -= vec2( 2.0, 0.0 ) * resolution; | |
| if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break; | |
| } | |
| // We correct the previous (-0.25, -0.125) offset we applied: | |
| texcoord.x += 0.25 * resolution.x; | |
| // The searches are bias by 1, so adjust the coords accordingly: | |
| texcoord.x += resolution.x; | |
| // Disambiguate the length added by the last step: | |
| texcoord.x += 2.0 * resolution.x; // Undo last step | |
| texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5); | |
| return texcoord.x; | |
| } | |
| float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { | |
| vec2 e = vec2( 0.0, 1.0 ); | |
| for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for | |
| e = texture2D( edgesTex, texcoord, 0.0 ).rg; | |
| texcoord += vec2( 2.0, 0.0 ) * resolution; | |
| if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break; | |
| } | |
| texcoord.x -= 0.25 * resolution.x; | |
| texcoord.x -= resolution.x; | |
| texcoord.x -= 2.0 * resolution.x; | |
| texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 ); | |
| return texcoord.x; | |
| } | |
| float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { | |
| vec2 e = vec2( 1.0, 0.0 ); | |
| for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for | |
| e = texture2D( edgesTex, texcoord, 0.0 ).rg; | |
| texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign | |
| if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break; | |
| } | |
| texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign | |
| texcoord.y -= resolution.y; // WebGL port note: Changed sign | |
| texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign | |
| texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign | |
| return texcoord.y; | |
| } | |
| float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { | |
| vec2 e = vec2( 1.0, 0.0 ); | |
| for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for | |
| e = texture2D( edgesTex, texcoord, 0.0 ).rg; | |
| texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign | |
| if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break; | |
| } | |
| texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign | |
| texcoord.y += resolution.y; // WebGL port note: Changed sign | |
| texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign | |
| texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign | |
| return texcoord.y; | |
| } | |
| vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) { | |
| // Rounding prevents precision errors of bilinear filtering: | |
| vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist; | |
| // We do a scale and bias for mapping to texel space: | |
| texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE ); | |
| // Move to proper place, according to the subpixel offset: | |
| texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; | |
| return texture2D( areaTex, texcoord, 0.0 ).rg; | |
| } | |
| vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) { | |
| vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 ); | |
| vec2 e = texture2D( edgesTex, texcoord ).rg; | |
| if ( e.g > 0.0 ) { // Edge at north | |
| vec2 d; | |
| // Find the distance to the left: | |
| vec2 coords; | |
| coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x ); | |
| coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET) | |
| d.x = coords.x; | |
| // Now fetch the left crossing edges, two at a time using bilinear | |
| // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to | |
| // discern what value each edge has: | |
| float e1 = texture2D( edgesTex, coords, 0.0 ).r; | |
| // Find the distance to the right: | |
| coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y ); | |
| d.y = coords.x; | |
| // We want the distances to be in pixel units (doing this here allow to | |
| // better interleave arithmetic and memory accesses): | |
| d = d / resolution.x - pixcoord.x; | |
| // SMAAArea below needs a sqrt, as the areas texture is compressed | |
| // quadratically: | |
| vec2 sqrt_d = sqrt( abs( d ) ); | |
| // Fetch the right crossing edges: | |
| coords.y -= 1.0 * resolution.y; // WebGL port note: Added | |
| float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r; | |
| // Ok, we know how this pattern looks like, now it is time for getting | |
| // the actual area: | |
| weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) ); | |
| } | |
| if ( e.r > 0.0 ) { // Edge at west | |
| vec2 d; | |
| // Find the distance to the top: | |
| vec2 coords; | |
| coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z ); | |
| coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x; | |
| d.x = coords.y; | |
| // Fetch the top crossing edges: | |
| float e1 = texture2D( edgesTex, coords, 0.0 ).g; | |
| // Find the distance to the bottom: | |
| coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w ); | |
| d.y = coords.y; | |
| // We want the distances to be in pixel units: | |
| d = d / resolution.y - pixcoord.y; | |
| // SMAAArea below needs a sqrt, as the areas texture is compressed | |
| // quadratically: | |
| vec2 sqrt_d = sqrt( abs( d ) ); | |
| // Fetch the bottom crossing edges: | |
| coords.y -= 1.0 * resolution.y; // WebGL port note: Added | |
| float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g; | |
| // Get the area for this direction: | |
| weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) ); | |
| } | |
| return weights; | |
| } | |
| void main() { | |
| gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) ); | |
| }` | |
| }; | |
| const SMAABlendShader = { | |
| name: 'SMAABlendShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'tColor': { value: null }, | |
| 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[ 2 ]; | |
| void SMAANeighborhoodBlendingVS( vec2 texcoord ) { | |
| vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component | |
| vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component | |
| } | |
| void main() { | |
| vUv = uv; | |
| SMAANeighborhoodBlendingVS( vUv ); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| uniform sampler2D tDiffuse; | |
| uniform sampler2D tColor; | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| varying vec4 vOffset[ 2 ]; | |
| vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) { | |
| // Fetch the blending weights for current pixel: | |
| vec4 a; | |
| a.xz = texture2D( blendTex, texcoord ).xz; | |
| a.y = texture2D( blendTex, offset[ 1 ].zw ).g; | |
| a.w = texture2D( blendTex, offset[ 1 ].xy ).a; | |
| // Is there any blending weight with a value greater than 0.0? | |
| if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) { | |
| return texture2D( colorTex, texcoord, 0.0 ); | |
| } else { | |
| // Up to 4 lines can be crossing a pixel (one through each edge). We | |
| // favor blending by choosing the line with the maximum weight for each | |
| // direction: | |
| vec2 offset; | |
| offset.x = a.a > a.b ? a.a : -a.b; // left vs. right | |
| offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs | |
| // Then we go in the direction that has the maximum weight: | |
| if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical | |
| offset.y = 0.0; | |
| } else { | |
| offset.x = 0.0; | |
| } | |
| // Fetch the opposite color and lerp by hand: | |
| vec4 C = texture2D( colorTex, texcoord, 0.0 ); | |
| texcoord += sign( offset ) * resolution; | |
| vec4 Cop = texture2D( colorTex, texcoord, 0.0 ); | |
| float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y ); | |
| // WebGL port note: Added gamma correction | |
| C.xyz = pow(C.xyz, vec3(2.2)); | |
| Cop.xyz = pow(Cop.xyz, vec3(2.2)); | |
| vec4 mixed = mix(C, Cop, s); | |
| mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2)); | |
| return mixed; | |
| } | |
| } | |
| void main() { | |
| gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse ); | |
| }` | |
| }; | |
| export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader }; | |
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