SMAAShader.js 14 KB

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  1. import {
  2. Vector2
  3. } from '../../../build/three.module.js';
  4. /**
  5. * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
  6. * Preset: SMAA 1x Medium (with color edge detection)
  7. * https://github.com/iryoku/smaa/releases/tag/v2.8
  8. */
  9. const SMAAEdgesShader = {
  10. defines: {
  11. 'SMAA_THRESHOLD': '0.1'
  12. },
  13. uniforms: {
  14. 'tDiffuse': { value: null },
  15. 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
  16. },
  17. vertexShader: /* glsl */`
  18. uniform vec2 resolution;
  19. varying vec2 vUv;
  20. varying vec4 vOffset[ 3 ];
  21. void SMAAEdgeDetectionVS( vec2 texcoord ) {
  22. vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
  23. vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
  24. vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
  25. }
  26. void main() {
  27. vUv = uv;
  28. SMAAEdgeDetectionVS( vUv );
  29. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  30. }`,
  31. fragmentShader: /* glsl */`
  32. uniform sampler2D tDiffuse;
  33. varying vec2 vUv;
  34. varying vec4 vOffset[ 3 ];
  35. vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
  36. vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
  37. // Calculate color deltas:
  38. vec4 delta;
  39. vec3 C = texture2D( colorTex, texcoord ).rgb;
  40. vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
  41. vec3 t = abs( C - Cleft );
  42. delta.x = max( max( t.r, t.g ), t.b );
  43. vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
  44. t = abs( C - Ctop );
  45. delta.y = max( max( t.r, t.g ), t.b );
  46. // We do the usual threshold:
  47. vec2 edges = step( threshold, delta.xy );
  48. // Then discard if there is no edge:
  49. if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
  50. discard;
  51. // Calculate right and bottom deltas:
  52. vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
  53. t = abs( C - Cright );
  54. delta.z = max( max( t.r, t.g ), t.b );
  55. vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
  56. t = abs( C - Cbottom );
  57. delta.w = max( max( t.r, t.g ), t.b );
  58. // Calculate the maximum delta in the direct neighborhood:
  59. float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
  60. // Calculate left-left and top-top deltas:
  61. vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
  62. t = abs( C - Cleftleft );
  63. delta.z = max( max( t.r, t.g ), t.b );
  64. vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
  65. t = abs( C - Ctoptop );
  66. delta.w = max( max( t.r, t.g ), t.b );
  67. // Calculate the final maximum delta:
  68. maxDelta = max( max( maxDelta, delta.z ), delta.w );
  69. // Local contrast adaptation in action:
  70. edges.xy *= step( 0.5 * maxDelta, delta.xy );
  71. return vec4( edges, 0.0, 0.0 );
  72. }
  73. void main() {
  74. gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
  75. }`
  76. };
  77. const SMAAWeightsShader = {
  78. defines: {
  79. 'SMAA_MAX_SEARCH_STEPS': '8',
  80. 'SMAA_AREATEX_MAX_DISTANCE': '16',
  81. 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
  82. 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
  83. },
  84. uniforms: {
  85. 'tDiffuse': { value: null },
  86. 'tArea': { value: null },
  87. 'tSearch': { value: null },
  88. 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
  89. },
  90. vertexShader: /* glsl */`
  91. uniform vec2 resolution;
  92. varying vec2 vUv;
  93. varying vec4 vOffset[ 3 ];
  94. varying vec2 vPixcoord;
  95. void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
  96. vPixcoord = texcoord / resolution;
  97. // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
  98. 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
  99. 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
  100. // And these for the searches, they indicate the ends of the loops:
  101. 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 );
  102. }
  103. void main() {
  104. vUv = uv;
  105. SMAABlendingWeightCalculationVS( vUv );
  106. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  107. }`,
  108. fragmentShader: /* glsl */`
  109. #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
  110. uniform sampler2D tDiffuse;
  111. uniform sampler2D tArea;
  112. uniform sampler2D tSearch;
  113. uniform vec2 resolution;
  114. varying vec2 vUv;
  115. varying vec4 vOffset[3];
  116. varying vec2 vPixcoord;
  117. #if __VERSION__ == 100
  118. vec2 round( vec2 x ) {
  119. return sign( x ) * floor( abs( x ) + 0.5 );
  120. }
  121. #endif
  122. float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
  123. // Not required if searchTex accesses are set to point:
  124. // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
  125. // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
  126. // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
  127. e.r = bias + e.r * scale;
  128. return 255.0 * texture2D( searchTex, e, 0.0 ).r;
  129. }
  130. float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  131. /**
  132. * @PSEUDO_GATHER4
  133. * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
  134. * sample between edge, thus fetching four edges in a row.
  135. * Sampling with different offsets in each direction allows to disambiguate
  136. * which edges are active from the four fetched ones.
  137. */
  138. vec2 e = vec2( 0.0, 1.0 );
  139. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  140. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  141. texcoord -= vec2( 2.0, 0.0 ) * resolution;
  142. if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  143. }
  144. // We correct the previous (-0.25, -0.125) offset we applied:
  145. texcoord.x += 0.25 * resolution.x;
  146. // The searches are bias by 1, so adjust the coords accordingly:
  147. texcoord.x += resolution.x;
  148. // Disambiguate the length added by the last step:
  149. texcoord.x += 2.0 * resolution.x; // Undo last step
  150. texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
  151. return texcoord.x;
  152. }
  153. float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  154. vec2 e = vec2( 0.0, 1.0 );
  155. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  156. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  157. texcoord += vec2( 2.0, 0.0 ) * resolution;
  158. if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  159. }
  160. texcoord.x -= 0.25 * resolution.x;
  161. texcoord.x -= resolution.x;
  162. texcoord.x -= 2.0 * resolution.x;
  163. texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
  164. return texcoord.x;
  165. }
  166. float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  167. vec2 e = vec2( 1.0, 0.0 );
  168. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  169. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  170. texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  171. if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  172. }
  173. texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
  174. texcoord.y -= resolution.y; // WebGL port note: Changed sign
  175. texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
  176. texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
  177. return texcoord.y;
  178. }
  179. float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  180. vec2 e = vec2( 1.0, 0.0 );
  181. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  182. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  183. texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  184. if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  185. }
  186. texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
  187. texcoord.y += resolution.y; // WebGL port note: Changed sign
  188. texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
  189. texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
  190. return texcoord.y;
  191. }
  192. vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
  193. // Rounding prevents precision errors of bilinear filtering:
  194. vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
  195. // We do a scale and bias for mapping to texel space:
  196. texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
  197. // Move to proper place, according to the subpixel offset:
  198. texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
  199. return texture2D( areaTex, texcoord, 0.0 ).rg;
  200. }
  201. vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
  202. vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
  203. vec2 e = texture2D( edgesTex, texcoord ).rg;
  204. if ( e.g > 0.0 ) { // Edge at north
  205. vec2 d;
  206. // Find the distance to the left:
  207. vec2 coords;
  208. coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
  209. coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
  210. d.x = coords.x;
  211. // Now fetch the left crossing edges, two at a time using bilinear
  212. // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
  213. // discern what value each edge has:
  214. float e1 = texture2D( edgesTex, coords, 0.0 ).r;
  215. // Find the distance to the right:
  216. coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
  217. d.y = coords.x;
  218. // We want the distances to be in pixel units (doing this here allow to
  219. // better interleave arithmetic and memory accesses):
  220. d = d / resolution.x - pixcoord.x;
  221. // SMAAArea below needs a sqrt, as the areas texture is compressed
  222. // quadratically:
  223. vec2 sqrt_d = sqrt( abs( d ) );
  224. // Fetch the right crossing edges:
  225. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  226. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
  227. // Ok, we know how this pattern looks like, now it is time for getting
  228. // the actual area:
  229. weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
  230. }
  231. if ( e.r > 0.0 ) { // Edge at west
  232. vec2 d;
  233. // Find the distance to the top:
  234. vec2 coords;
  235. coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
  236. coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
  237. d.x = coords.y;
  238. // Fetch the top crossing edges:
  239. float e1 = texture2D( edgesTex, coords, 0.0 ).g;
  240. // Find the distance to the bottom:
  241. coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
  242. d.y = coords.y;
  243. // We want the distances to be in pixel units:
  244. d = d / resolution.y - pixcoord.y;
  245. // SMAAArea below needs a sqrt, as the areas texture is compressed
  246. // quadratically:
  247. vec2 sqrt_d = sqrt( abs( d ) );
  248. // Fetch the bottom crossing edges:
  249. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  250. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
  251. // Get the area for this direction:
  252. weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
  253. }
  254. return weights;
  255. }
  256. void main() {
  257. gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
  258. }`
  259. };
  260. const SMAABlendShader = {
  261. uniforms: {
  262. 'tDiffuse': { value: null },
  263. 'tColor': { value: null },
  264. 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
  265. },
  266. vertexShader: /* glsl */`
  267. uniform vec2 resolution;
  268. varying vec2 vUv;
  269. varying vec4 vOffset[ 2 ];
  270. void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
  271. vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
  272. vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
  273. }
  274. void main() {
  275. vUv = uv;
  276. SMAANeighborhoodBlendingVS( vUv );
  277. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  278. }`,
  279. fragmentShader: /* glsl */`
  280. uniform sampler2D tDiffuse;
  281. uniform sampler2D tColor;
  282. uniform vec2 resolution;
  283. varying vec2 vUv;
  284. varying vec4 vOffset[ 2 ];
  285. vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
  286. // Fetch the blending weights for current pixel:
  287. vec4 a;
  288. a.xz = texture2D( blendTex, texcoord ).xz;
  289. a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
  290. a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
  291. // Is there any blending weight with a value greater than 0.0?
  292. if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
  293. return texture2D( colorTex, texcoord, 0.0 );
  294. } else {
  295. // Up to 4 lines can be crossing a pixel (one through each edge). We
  296. // favor blending by choosing the line with the maximum weight for each
  297. // direction:
  298. vec2 offset;
  299. offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
  300. offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
  301. // Then we go in the direction that has the maximum weight:
  302. if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
  303. offset.y = 0.0;
  304. } else {
  305. offset.x = 0.0;
  306. }
  307. // Fetch the opposite color and lerp by hand:
  308. vec4 C = texture2D( colorTex, texcoord, 0.0 );
  309. texcoord += sign( offset ) * resolution;
  310. vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
  311. float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
  312. // WebGL port note: Added gamma correction
  313. C.xyz = pow(C.xyz, vec3(2.2));
  314. Cop.xyz = pow(Cop.xyz, vec3(2.2));
  315. vec4 mixed = mix(C, Cop, s);
  316. mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
  317. return mixed;
  318. }
  319. }
  320. void main() {
  321. gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
  322. }`
  323. };
  324. export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };