/** * @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 */ import { Vector2 } from "../../../build/three.module.js"; var SMAAEdgesShader = { defines: { "SMAA_THRESHOLD": "0.1" }, uniforms: { "tDiffuse": { value: null }, "resolution": { value: new 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" ) }; var 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: [ "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" ) }; var SMAABlendShader = { uniforms: { "tDiffuse": { value: null }, "tColor": { value: null }, "resolution": { value: new 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" ) }; export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };