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JSM: Added module and TS file for SMAAPass and shader.

Mugen87 6 years ago
parent
commit
968c7cff71

+ 2 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -174,6 +174,7 @@
 						<li>RenderPass</li>
 						<li>SavePass</li>
 						<li>ShaderPass</li>
+						<li>SMAAPass</li>
 						<li>TexturePass</li>
 						<li>UnrealBloomPass</li>
 					</ul>
@@ -225,6 +226,7 @@
 						<li>RGBShiftShader</li>
 						<li>SAOShader</li>
 						<li>SepiaShader</li>
+						<li>SMAAShader</li>
 						<li>SobelOperatorShader</li>
 						<li>SSAOShader</li>
 						<li>TechnicolorShader</li>

File diff suppressed because it is too large
+ 19 - 14
examples/js/postprocessing/SMAAPass.js


+ 27 - 23
examples/js/shaders/SMAAShader.js

@@ -6,7 +6,7 @@
  * https://github.com/iryoku/smaa/releases/tag/v2.8
  */
 
-THREE.SMAAShader = [ {
+THREE.SMAAEdgesShader = {
 
 	defines: {
 
@@ -16,8 +16,8 @@ THREE.SMAAShader = [ {
 
 	uniforms: {
 
-		"tDiffuse":		{ value: null },
-		"resolution":	{ value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+		"tDiffuse": { value: null },
+		"resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
 
 	},
 
@@ -44,7 +44,7 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n"),
+	].join( "\n" ),
 
 	fragmentShader: [
 
@@ -111,25 +111,27 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n")
+	].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 )"
+		"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 ) }
+		"tDiffuse": { value: null },
+		"tArea": { value: null },
+		"tSearch": { value: null },
+		"resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
 
 	},
 
@@ -163,7 +165,7 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n"),
+	].join( "\n" ),
 
 	fragmentShader: [
 
@@ -365,15 +367,17 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n")
+	].join( "\n" )
+
+};
 
-}, {
+THREE.SMAABlendShader = {
 
 	uniforms: {
 
-		"tDiffuse":		{ value: null },
-		"tColor":		{ value: null },
-		"resolution":	{ value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+		"tDiffuse": { value: null },
+		"tColor": { value: null },
+		"resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
 
 	},
 
@@ -399,7 +403,7 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n"),
+	].join( "\n" ),
 
 	fragmentShader: [
 
@@ -457,6 +461,6 @@ THREE.SMAAShader = [ {
 
 		"}"
 
-	].join("\n")
+	].join( "\n" )
 
-} ];
+};

+ 25 - 0
examples/jsm/postprocessing/SMAAPass.d.ts

@@ -0,0 +1,25 @@
+import {
+  ShaderMaterial,
+  Texture,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class SMAAPass extends Pass {
+  constructor(width: number, height: number);
+  edgesRT: WebGLRenderTarget;
+  weightsRT: WebGLRenderTarget;
+  areaTexture: Texture;
+  searchTexture: Texture;
+  uniformsEdges: object;
+  materialEdges: ShaderMaterial;
+  uniformsWeights: object;
+  materialWeights: ShaderMaterial;
+  uniformsBlend: object;
+  materialBlend: ShaderMaterial;
+  fsQuad: object;
+
+  getAreaTexture(): string;
+  getSearchTexture(): string;
+}

File diff suppressed because it is too large
+ 192 - 0
examples/jsm/postprocessing/SMAAPass.js


+ 42 - 0
examples/jsm/shaders/SMAAShader.d.ts

@@ -0,0 +1,42 @@
+import {
+  Uniform
+} from '../../../src/Three';
+
+export interface SMAAEdgesShader {
+  defines: {
+    SMAA_THRESHOLD: string;
+  },
+  uniforms: {
+    tDiffuse: Uniform;
+    resolution: Uniform;
+  };
+  vertexShader: string;
+  fragmentShader: string;
+}
+
+export interface SMAAWeightsShader {
+  defines: {
+    SMAA_MAX_SEARCH_STEPS: string;
+    SMAA_AREATEX_MAX_DISTANCE: string;
+    SMAA_AREATEX_PIXEL_SIZE: string;
+    SMAA_AREATEX_SUBTEX_SIZE: string;
+  },
+  uniforms: {
+    tDiffuse: Uniform;
+    tArea: Uniform;
+    tSearch: Uniform;
+    resolution: Uniform;
+  };
+  vertexShader: string;
+  fragmentShader: string;
+}
+
+export interface SMAAWeightsShader {
+  uniforms: {
+    tDiffuse: Uniform;
+    tColor: Uniform;
+    resolution: Uniform;
+  };
+  vertexShader: string;
+  fragmentShader: string;
+}

+ 472 - 0
examples/jsm/shaders/SMAAShader.js

@@ -0,0 +1,472 @@
+/**
+ * @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;",
+
+		"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" )
+
+};
+
+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 };

+ 2 - 0
utils/modularize.js

@@ -84,6 +84,7 @@ var files = [
 	{ path: 'postprocessing/RenderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/SavePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/ShaderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/SMAAPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'SMAAEdgesShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAAWeightsShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAABlendShader', path: 'shaders/SMAAShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/TexturePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/UnrealBloomPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'LuminosityHighPassShader', path: 'shaders/LuminosityHighPassShader.js' } ], ignoreList: [] },
 
@@ -129,6 +130,7 @@ var files = [
 	{ path: 'shaders/RGBShiftShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/SAOShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/SepiaShader.js', dependencies: [], ignoreList: [] },
+	{ path: 'shaders/SMAAShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/SobelOperatorShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/SSAOShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/TechnicolorShader.js', dependencies: [], ignoreList: [] },

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