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@@ -56,7 +56,7 @@ THREE.SMAAEdgesShader = {
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"vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
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" vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
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- // Calculate color deltas:
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+ // Calculate color deltas:
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" vec4 delta;",
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" vec3 C = texture2D( colorTex, texcoord ).rgb;",
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@@ -68,14 +68,14 @@ THREE.SMAAEdgesShader = {
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" t = abs( C - Ctop );",
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" delta.y = max( max( t.r, t.g ), t.b );",
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- // We do the usual threshold:
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+ // We do the usual threshold:
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" vec2 edges = step( threshold, delta.xy );",
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- // Then discard if there is no edge:
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+ // Then discard if there is no edge:
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" if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
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" discard;",
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- // Calculate right and bottom deltas:
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+ // Calculate right and bottom deltas:
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" vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
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" t = abs( C - Cright );",
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" delta.z = max( max( t.r, t.g ), t.b );",
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@@ -84,10 +84,10 @@ THREE.SMAAEdgesShader = {
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" t = abs( C - Cbottom );",
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" delta.w = max( max( t.r, t.g ), t.b );",
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- // Calculate the maximum delta in the direct neighborhood:
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+ // Calculate the maximum delta in the direct neighborhood:
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" float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
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- // Calculate left-left and top-top deltas:
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+ // Calculate left-left and top-top deltas:
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" vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
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" t = abs( C - Cleftleft );",
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" delta.z = max( max( t.r, t.g ), t.b );",
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@@ -96,10 +96,10 @@ THREE.SMAAEdgesShader = {
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" t = abs( C - Ctoptop );",
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" delta.w = max( max( t.r, t.g ), t.b );",
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- // Calculate the final maximum delta:
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+ // Calculate the final maximum delta:
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" maxDelta = max( max( maxDelta, delta.z ), delta.w );",
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- // Local contrast adaptation in action:
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+ // Local contrast adaptation in action:
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" edges.xy *= step( 0.5 * maxDelta, delta.xy );",
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" return vec4( edges, 0.0, 0.0 );",
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@@ -146,11 +146,11 @@ THREE.SMAAWeightsShader = {
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"void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
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" vPixcoord = texcoord / resolution;",
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- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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" 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
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" 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
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- // And these for the searches, they indicate the ends of the loops:
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+ // And these for the searches, they indicate the ends of the loops:
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" 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 );",
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"}",
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@@ -187,16 +187,16 @@ THREE.SMAAWeightsShader = {
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"#endif",
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"float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
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- // Not required if searchTex accesses are set to point:
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- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
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- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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+ // Not required if searchTex accesses are set to point:
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+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
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+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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" e.r = bias + e.r * scale;",
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" return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
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"}",
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"float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
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- /**
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+ /**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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@@ -211,13 +211,13 @@ THREE.SMAAWeightsShader = {
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" if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
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" }",
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- // We correct the previous (-0.25, -0.125) offset we applied:
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+ // We correct the previous (-0.25, -0.125) offset we applied:
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" texcoord.x += 0.25 * resolution.x;",
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- // The searches are bias by 1, so adjust the coords accordingly:
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+ // The searches are bias by 1, so adjust the coords accordingly:
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" texcoord.x += resolution.x;",
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- // Disambiguate the length added by the last step:
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+ // Disambiguate the length added by the last step:
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" texcoord.x += 2.0 * resolution.x;", // Undo last step
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" texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
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@@ -276,13 +276,13 @@ THREE.SMAAWeightsShader = {
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"}",
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"vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
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- // Rounding prevents precision errors of bilinear filtering:
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+ // Rounding prevents precision errors of bilinear filtering:
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" vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
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- // We do a scale and bias for mapping to texel space:
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+ // We do a scale and bias for mapping to texel space:
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" texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
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- // Move to proper place, according to the subpixel offset:
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+ // Move to proper place, according to the subpixel offset:
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" texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
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" return texture2D( areaTex, texcoord, 0.0 ).rg;",
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@@ -296,67 +296,67 @@ THREE.SMAAWeightsShader = {
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" if ( e.g > 0.0 ) {", // Edge at north
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" vec2 d;",
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- // Find the distance to the left:
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+ // Find the distance to the left:
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" vec2 coords;",
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" coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
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" coords.y = offset[ 1 ].y;", // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
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" d.x = coords.x;",
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- // Now fetch the left crossing edges, two at a time using bilinear
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- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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- // discern what value each edge has:
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+ // Now fetch the left crossing edges, two at a time using bilinear
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+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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+ // discern what value each edge has:
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" float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
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- // Find the distance to the right:
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+ // Find the distance to the right:
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" coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
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" d.y = coords.x;",
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- // We want the distances to be in pixel units (doing this here allow to
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- // better interleave arithmetic and memory accesses):
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+ // We want the distances to be in pixel units (doing this here allow to
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+ // better interleave arithmetic and memory accesses):
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" d = d / resolution.x - pixcoord.x;",
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- // SMAAArea below needs a sqrt, as the areas texture is compressed
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- // quadratically:
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+ // SMAAArea below needs a sqrt, as the areas texture is compressed
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+ // quadratically:
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" vec2 sqrt_d = sqrt( abs( d ) );",
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- // Fetch the right crossing edges:
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+ // Fetch the right crossing edges:
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" coords.y -= 1.0 * resolution.y;", // WebGL port note: Added
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" float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
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- // Ok, we know how this pattern looks like, now it is time for getting
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- // the actual area:
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+ // Ok, we know how this pattern looks like, now it is time for getting
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+ // the actual area:
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" weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
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" }",
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" if ( e.r > 0.0 ) {", // Edge at west
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" vec2 d;",
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- // Find the distance to the top:
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+ // Find the distance to the top:
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" vec2 coords;",
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" coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
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" coords.x = offset[ 0 ].x;", // offset[1].x = texcoord.x - 0.25 * resolution.x;
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" d.x = coords.y;",
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- // Fetch the top crossing edges:
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+ // Fetch the top crossing edges:
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" float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
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- // Find the distance to the bottom:
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+ // Find the distance to the bottom:
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" coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
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" d.y = coords.y;",
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- // We want the distances to be in pixel units:
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+ // We want the distances to be in pixel units:
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" d = d / resolution.y - pixcoord.y;",
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- // SMAAArea below needs a sqrt, as the areas texture is compressed
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- // quadratically:
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+ // SMAAArea below needs a sqrt, as the areas texture is compressed
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+ // quadratically:
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" vec2 sqrt_d = sqrt( abs( d ) );",
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- // Fetch the bottom crossing edges:
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+ // Fetch the bottom crossing edges:
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" coords.y -= 1.0 * resolution.y;", // WebGL port note: Added
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" float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
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- // Get the area for this direction:
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+ // Get the area for this direction:
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" weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
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" }",
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@@ -417,37 +417,37 @@ THREE.SMAABlendShader = {
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"varying vec4 vOffset[ 2 ];",
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"vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
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- // Fetch the blending weights for current pixel:
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+ // Fetch the blending weights for current pixel:
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" vec4 a;",
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" a.xz = texture2D( blendTex, texcoord ).xz;",
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" a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
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" a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
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- // Is there any blending weight with a value greater than 0.0?
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+ // Is there any blending weight with a value greater than 0.0?
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" if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
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" return texture2D( colorTex, texcoord, 0.0 );",
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" } else {",
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- // Up to 4 lines can be crossing a pixel (one through each edge). We
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- // favor blending by choosing the line with the maximum weight for each
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- // direction:
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+ // Up to 4 lines can be crossing a pixel (one through each edge). We
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+ // favor blending by choosing the line with the maximum weight for each
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+ // direction:
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" vec2 offset;",
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" offset.x = a.a > a.b ? a.a : -a.b;", // left vs. right
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" offset.y = a.g > a.r ? -a.g : a.r;", // top vs. bottom // WebGL port note: Changed signs
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- // Then we go in the direction that has the maximum weight:
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+ // Then we go in the direction that has the maximum weight:
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" if ( abs( offset.x ) > abs( offset.y )) {", // horizontal vs. vertical
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" offset.y = 0.0;",
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" } else {",
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" offset.x = 0.0;",
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" }",
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- // Fetch the opposite color and lerp by hand:
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+ // Fetch the opposite color and lerp by hand:
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" vec4 C = texture2D( colorTex, texcoord, 0.0 );",
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" texcoord += sign( offset ) * resolution;",
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" vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
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" float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
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- // WebGL port note: Added gamma correction
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+ // WebGL port note: Added gamma correction
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" C.xyz = pow(C.xyz, vec3(2.2));",
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" Cop.xyz = pow(Cop.xyz, vec3(2.2));",
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" vec4 mixed = mix(C, Cop, s);",
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