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- ( function () {
- /**
- * 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 = {
- defines: {
- 'SMAA_THRESHOLD': '0.1'
- },
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'resolution': {
- value: new THREE.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 = {
- 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:
- /* 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 = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'tColor': {
- value: null
- },
- 'resolution': {
- value: new THREE.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 );
- }`
- };
- THREE.SMAABlendShader = SMAABlendShader;
- THREE.SMAAEdgesShader = SMAAEdgesShader;
- THREE.SMAAWeightsShader = SMAAWeightsShader;
- } )();
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