| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460 | 
							- import {
 
- 	Vector2
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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 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 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 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 };
 
 
  |