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| /** | |
| * @author mpk / http://polko.me/ | |
| * | |
| * 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 | |
| */ | |
| THREE.SMAAShader = [ { | |
| defines: { | |
| "SMAA_THRESHOLD": "0.1" | |
| }, | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } | |
| }, | |
| 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 );", // 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 );", | |
| "}" | |
| ].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 );", | |
| // 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 );", | |
| "}" | |
| ].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;", | |
| // 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 );", | |
| "}" | |
| ].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 ) {", | |
| // 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 ) );", | |
| "}" | |
| ].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 );", // 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 );", | |
| "}" | |
| ].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 ) {", | |
| // 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 );", | |
| "}" | |
| ].join("\n") | |
| } ]; | |