467 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			467 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Vector2 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * 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 = { | ||
|  | 
 | ||
|  | 	name: '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 = { | ||
|  | 
 | ||
|  | 	name: '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 = { | ||
|  | 
 | ||
|  | 	name: '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 }; |