ts/public/GV/thirdParty/Threejs-109/examples/js/shaders/SMAAShader.js

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2024-12-09 06:44:52 +00:00
/**
* @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.SMAAEdgesShader = {
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" )
};
THREE.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: [
"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;",
"#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 ) );",
"}"
].join( "\n" )
};
THREE.SMAABlendShader = {
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" )
};