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| THREE.SMAAShader = [ { |
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| defines: { |
|
|
| "SMAA_THRESHOLD": "0.1" |
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| }, |
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| uniforms: { |
|
|
| "tDiffuse": { value: null }, |
| "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } |
|
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| }, |
|
|
| vertexShader: [ |
|
|
| "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 );", |
| "vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );", |
| "vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );", |
| "}", |
|
|
| "void main() {", |
|
|
| "vUv = uv;", |
|
|
| "SMAAEdgeDetectionVS( vUv );", |
|
|
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "}" |
|
|
| ].join("\n"), |
|
|
| fragmentShader: [ |
|
|
| "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 );", |
|
|
| |
| "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 );", |
|
|
| |
| "vec2 edges = step( threshold, delta.xy );", |
|
|
| |
| "if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )", |
| "discard;", |
|
|
| |
| "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 );", |
|
|
| |
| "float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );", |
|
|
| |
| "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 );", |
|
|
| |
| "maxDelta = max( max( maxDelta, delta.z ), delta.w );", |
|
|
| |
| "edges.xy *= step( 0.5 * maxDelta, delta.xy );", |
|
|
| "return vec4( edges, 0.0, 0.0 );", |
| "}", |
|
|
| "void main() {", |
|
|
| "gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );", |
|
|
| "}" |
|
|
| ].join("\n") |
|
|
| }, { |
|
|
| 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 THREE.Vector2( 1 / 1024, 1 / 512 ) } |
|
|
| }, |
|
|
| vertexShader: [ |
|
|
| "uniform vec2 resolution;", |
|
|
| "varying vec2 vUv;", |
| "varying vec4 vOffset[ 3 ];", |
| "varying vec2 vPixcoord;", |
|
|
| "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {", |
| "vPixcoord = texcoord / resolution;", |
|
|
| |
| "vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );", |
| "vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );", |
|
|
| |
| "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 );", |
|
|
| "}" |
|
|
| ].join("\n"), |
|
|
| fragmentShader: [ |
|
|
| "#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;", |
|
|
| "vec2 round( vec2 x ) {", |
| "return sign( x ) * floor( abs( x ) + 0.5 );", |
| "}", |
|
|
| "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {", |
| |
| |
| |
| |
| "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 ) {", |
| |
| |
| |
| |
| |
| |
| |
| "vec2 e = vec2( 0.0, 1.0 );", |
|
|
| "for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {", |
| "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, 0.0, 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 ++ ) {", |
| "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 ++ ) {", |
| "e = texture2D( edgesTex, texcoord, 0.0 ).rg;", |
| "texcoord += vec2( 0.0, 2.0 ) * resolution;", |
| "if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;", |
| "}", |
|
|
| "texcoord.y -= 0.25 * resolution.y;", |
| "texcoord.y -= resolution.y;", |
| "texcoord.y -= 2.0 * resolution.y;", |
| "texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );", |
|
|
| "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 ++ ) {", |
| "e = texture2D( edgesTex, texcoord, 0.0 ).rg;", |
| "texcoord -= vec2( 0.0, 2.0 ) * resolution;", |
| "if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;", |
| "}", |
|
|
| "texcoord.y += 0.25 * resolution.y;", |
| "texcoord.y += resolution.y;", |
| "texcoord.y += 2.0 * resolution.y;", |
| "texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );", |
|
|
| "return texcoord.y;", |
| "}", |
|
|
| "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {", |
| |
| "vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;", |
|
|
| |
| "texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );", |
|
|
| |
| "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 ) {", |
| "vec2 d;", |
|
|
| |
| "vec2 coords;", |
| "coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );", |
| "coords.y = offset[ 1 ].y;", |
| "d.x = coords.x;", |
|
|
| |
| |
| |
| "float e1 = texture2D( edgesTex, coords, 0.0 ).r;", |
|
|
| |
| "coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );", |
| "d.y = coords.x;", |
|
|
| |
| |
| "d = d / resolution.x - pixcoord.x;", |
|
|
| |
| |
| "vec2 sqrt_d = sqrt( abs( d ) );", |
|
|
| |
| "coords.y -= 1.0 * resolution.y;", |
| "float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;", |
|
|
| |
| |
| "weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );", |
| "}", |
|
|
| "if ( e.r > 0.0 ) {", |
| "vec2 d;", |
|
|
| |
| "vec2 coords;", |
|
|
| "coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );", |
| "coords.x = offset[ 0 ].x;", |
| "d.x = coords.y;", |
|
|
| |
| "float e1 = texture2D( edgesTex, coords, 0.0 ).g;", |
|
|
| |
| "coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );", |
| "d.y = coords.y;", |
|
|
| |
| "d = d / resolution.y - pixcoord.y;", |
|
|
| |
| |
| "vec2 sqrt_d = sqrt( abs( d ) );", |
|
|
| |
| "coords.y -= 1.0 * resolution.y;", |
| "float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;", |
|
|
| |
| "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 ) );", |
|
|
| "}" |
|
|
| ].join("\n") |
|
|
| }, { |
|
|
| uniforms: { |
|
|
| "tDiffuse": { value: null }, |
| "tColor": { value: null }, |
| "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } |
|
|
| }, |
|
|
| vertexShader: [ |
|
|
| "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 );", |
| "vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );", |
| "}", |
|
|
| "void main() {", |
|
|
| "vUv = uv;", |
|
|
| "SMAANeighborhoodBlendingVS( vUv );", |
|
|
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "}" |
|
|
| ].join("\n"), |
|
|
| fragmentShader: [ |
|
|
| "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 ) {", |
| |
| "vec4 a;", |
| "a.xz = texture2D( blendTex, texcoord ).xz;", |
| "a.y = texture2D( blendTex, offset[ 1 ].zw ).g;", |
| "a.w = texture2D( blendTex, offset[ 1 ].xy ).a;", |
|
|
| |
| "if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {", |
| "return texture2D( colorTex, texcoord, 0.0 );", |
| "} else {", |
| |
| |
| |
| "vec2 offset;", |
| "offset.x = a.a > a.b ? a.a : -a.b;", |
| "offset.y = a.g > a.r ? -a.g : a.r;", |
|
|
| |
| "if ( abs( offset.x ) > abs( offset.y )) {", |
| "offset.y = 0.0;", |
| "} else {", |
| "offset.x = 0.0;", |
| "}", |
|
|
| |
| "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 );", |
|
|
| |
| "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 );", |
|
|
| "}" |
|
|
| ].join("\n") |
|
|
| } ]; |
|
|