SMAAShader.js 14 KB

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  1. ( function () {
  2. /**
  3. * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
  4. * Preset: SMAA 1x Medium (with color edge detection)
  5. * https://github.com/iryoku/smaa/releases/tag/v2.8
  6. */
  7. const SMAAEdgesShader = {
  8. defines: {
  9. 'SMAA_THRESHOLD': '0.1'
  10. },
  11. uniforms: {
  12. 'tDiffuse': {
  13. value: null
  14. },
  15. 'resolution': {
  16. value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  17. }
  18. },
  19. vertexShader: `uniform vec2 resolution;
  20. varying vec2 vUv;
  21. varying vec4 vOffset[ 3 ];
  22. void SMAAEdgeDetectionVS( vec2 texcoord ) {
  23. vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
  24. vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
  25. vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
  26. }
  27. void main() {
  28. vUv = uv;
  29. SMAAEdgeDetectionVS( vUv );
  30. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  31. }`,
  32. fragmentShader: `uniform sampler2D tDiffuse;
  33. varying vec2 vUv;
  34. varying vec4 vOffset[ 3 ];
  35. vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
  36. vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
  37. // Calculate color deltas:
  38. vec4 delta;
  39. vec3 C = texture2D( colorTex, texcoord ).rgb;
  40. vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
  41. vec3 t = abs( C - Cleft );
  42. delta.x = max( max( t.r, t.g ), t.b );
  43. vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
  44. t = abs( C - Ctop );
  45. delta.y = max( max( t.r, t.g ), t.b );
  46. // We do the usual threshold:
  47. vec2 edges = step( threshold, delta.xy );
  48. // Then discard if there is no edge:
  49. if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
  50. discard;
  51. // Calculate right and bottom deltas:
  52. vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
  53. t = abs( C - Cright );
  54. delta.z = max( max( t.r, t.g ), t.b );
  55. vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
  56. t = abs( C - Cbottom );
  57. delta.w = max( max( t.r, t.g ), t.b );
  58. // Calculate the maximum delta in the direct neighborhood:
  59. float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
  60. // Calculate left-left and top-top deltas:
  61. vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
  62. t = abs( C - Cleftleft );
  63. delta.z = max( max( t.r, t.g ), t.b );
  64. vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
  65. t = abs( C - Ctoptop );
  66. delta.w = max( max( t.r, t.g ), t.b );
  67. // Calculate the final maximum delta:
  68. maxDelta = max( max( maxDelta, delta.z ), delta.w );
  69. // Local contrast adaptation in action:
  70. edges.xy *= step( 0.5 * maxDelta, delta.xy );
  71. return vec4( edges, 0.0, 0.0 );
  72. }
  73. void main() {
  74. gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
  75. }`
  76. };
  77. const SMAAWeightsShader = {
  78. defines: {
  79. 'SMAA_MAX_SEARCH_STEPS': '8',
  80. 'SMAA_AREATEX_MAX_DISTANCE': '16',
  81. 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
  82. 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
  83. },
  84. uniforms: {
  85. 'tDiffuse': {
  86. value: null
  87. },
  88. 'tArea': {
  89. value: null
  90. },
  91. 'tSearch': {
  92. value: null
  93. },
  94. 'resolution': {
  95. value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  96. }
  97. },
  98. vertexShader: `uniform vec2 resolution;
  99. varying vec2 vUv;
  100. varying vec4 vOffset[ 3 ];
  101. varying vec2 vPixcoord;
  102. void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
  103. vPixcoord = texcoord / resolution;
  104. // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
  105. 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
  106. 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
  107. // And these for the searches, they indicate the ends of the loops:
  108. 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 );
  109. }
  110. void main() {
  111. vUv = uv;
  112. SMAABlendingWeightCalculationVS( vUv );
  113. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  114. }`,
  115. fragmentShader: `#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
  116. uniform sampler2D tDiffuse;
  117. uniform sampler2D tArea;
  118. uniform sampler2D tSearch;
  119. uniform vec2 resolution;
  120. varying vec2 vUv;
  121. varying vec4 vOffset[3];
  122. varying vec2 vPixcoord;
  123. #if __VERSION__ == 100
  124. vec2 round( vec2 x ) {
  125. return sign( x ) * floor( abs( x ) + 0.5 );
  126. }
  127. #endif
  128. float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
  129. // Not required if searchTex accesses are set to point:
  130. // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
  131. // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
  132. // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
  133. e.r = bias + e.r * scale;
  134. return 255.0 * texture2D( searchTex, e, 0.0 ).r;
  135. }
  136. float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  137. /**
  138. * @PSEUDO_GATHER4
  139. * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
  140. * sample between edge, thus fetching four edges in a row.
  141. * Sampling with different offsets in each direction allows to disambiguate
  142. * which edges are active from the four fetched ones.
  143. */
  144. vec2 e = vec2( 0.0, 1.0 );
  145. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  146. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  147. texcoord -= vec2( 2.0, 0.0 ) * resolution;
  148. if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  149. }
  150. // We correct the previous (-0.25, -0.125) offset we applied:
  151. texcoord.x += 0.25 * resolution.x;
  152. // The searches are bias by 1, so adjust the coords accordingly:
  153. texcoord.x += resolution.x;
  154. // Disambiguate the length added by the last step:
  155. texcoord.x += 2.0 * resolution.x; // Undo last step
  156. texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
  157. return texcoord.x;
  158. }
  159. float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  160. vec2 e = vec2( 0.0, 1.0 );
  161. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  162. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  163. texcoord += vec2( 2.0, 0.0 ) * resolution;
  164. if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  165. }
  166. texcoord.x -= 0.25 * resolution.x;
  167. texcoord.x -= resolution.x;
  168. texcoord.x -= 2.0 * resolution.x;
  169. texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
  170. return texcoord.x;
  171. }
  172. float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  173. vec2 e = vec2( 1.0, 0.0 );
  174. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  175. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  176. texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  177. if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  178. }
  179. texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
  180. texcoord.y -= resolution.y; // WebGL port note: Changed sign
  181. texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
  182. texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
  183. return texcoord.y;
  184. }
  185. float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  186. vec2 e = vec2( 1.0, 0.0 );
  187. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  188. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  189. texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  190. if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  191. }
  192. texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
  193. texcoord.y += resolution.y; // WebGL port note: Changed sign
  194. texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
  195. texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
  196. return texcoord.y;
  197. }
  198. vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
  199. // Rounding prevents precision errors of bilinear filtering:
  200. vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
  201. // We do a scale and bias for mapping to texel space:
  202. texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
  203. // Move to proper place, according to the subpixel offset:
  204. texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
  205. return texture2D( areaTex, texcoord, 0.0 ).rg;
  206. }
  207. vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
  208. vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
  209. vec2 e = texture2D( edgesTex, texcoord ).rg;
  210. if ( e.g > 0.0 ) { // Edge at north
  211. vec2 d;
  212. // Find the distance to the left:
  213. vec2 coords;
  214. coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
  215. coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
  216. d.x = coords.x;
  217. // Now fetch the left crossing edges, two at a time using bilinear
  218. // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
  219. // discern what value each edge has:
  220. float e1 = texture2D( edgesTex, coords, 0.0 ).r;
  221. // Find the distance to the right:
  222. coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
  223. d.y = coords.x;
  224. // We want the distances to be in pixel units (doing this here allow to
  225. // better interleave arithmetic and memory accesses):
  226. d = d / resolution.x - pixcoord.x;
  227. // SMAAArea below needs a sqrt, as the areas texture is compressed
  228. // quadratically:
  229. vec2 sqrt_d = sqrt( abs( d ) );
  230. // Fetch the right crossing edges:
  231. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  232. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
  233. // Ok, we know how this pattern looks like, now it is time for getting
  234. // the actual area:
  235. weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
  236. }
  237. if ( e.r > 0.0 ) { // Edge at west
  238. vec2 d;
  239. // Find the distance to the top:
  240. vec2 coords;
  241. coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
  242. coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
  243. d.x = coords.y;
  244. // Fetch the top crossing edges:
  245. float e1 = texture2D( edgesTex, coords, 0.0 ).g;
  246. // Find the distance to the bottom:
  247. coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
  248. d.y = coords.y;
  249. // We want the distances to be in pixel units:
  250. d = d / resolution.y - pixcoord.y;
  251. // SMAAArea below needs a sqrt, as the areas texture is compressed
  252. // quadratically:
  253. vec2 sqrt_d = sqrt( abs( d ) );
  254. // Fetch the bottom crossing edges:
  255. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  256. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
  257. // Get the area for this direction:
  258. weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
  259. }
  260. return weights;
  261. }
  262. void main() {
  263. gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
  264. }`
  265. };
  266. const SMAABlendShader = {
  267. uniforms: {
  268. 'tDiffuse': {
  269. value: null
  270. },
  271. 'tColor': {
  272. value: null
  273. },
  274. 'resolution': {
  275. value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  276. }
  277. },
  278. vertexShader: `uniform vec2 resolution;
  279. varying vec2 vUv;
  280. varying vec4 vOffset[ 2 ];
  281. void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
  282. vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
  283. vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
  284. }
  285. void main() {
  286. vUv = uv;
  287. SMAANeighborhoodBlendingVS( vUv );
  288. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  289. }`,
  290. fragmentShader: `uniform sampler2D tDiffuse;
  291. uniform sampler2D tColor;
  292. uniform vec2 resolution;
  293. varying vec2 vUv;
  294. varying vec4 vOffset[ 2 ];
  295. vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
  296. // Fetch the blending weights for current pixel:
  297. vec4 a;
  298. a.xz = texture2D( blendTex, texcoord ).xz;
  299. a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
  300. a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
  301. // Is there any blending weight with a value greater than 0.0?
  302. if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
  303. return texture2D( colorTex, texcoord, 0.0 );
  304. } else {
  305. // Up to 4 lines can be crossing a pixel (one through each edge). We
  306. // favor blending by choosing the line with the maximum weight for each
  307. // direction:
  308. vec2 offset;
  309. offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
  310. offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
  311. // Then we go in the direction that has the maximum weight:
  312. if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
  313. offset.y = 0.0;
  314. } else {
  315. offset.x = 0.0;
  316. }
  317. // Fetch the opposite color and lerp by hand:
  318. vec4 C = texture2D( colorTex, texcoord, 0.0 );
  319. texcoord += sign( offset ) * resolution;
  320. vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
  321. float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
  322. // WebGL port note: Added gamma correction
  323. C.xyz = pow(C.xyz, vec3(2.2));
  324. Cop.xyz = pow(Cop.xyz, vec3(2.2));
  325. vec4 mixed = mix(C, Cop, s);
  326. mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
  327. return mixed;
  328. }
  329. }
  330. void main() {
  331. gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
  332. }`
  333. };
  334. THREE.SMAABlendShader = SMAABlendShader;
  335. THREE.SMAAEdgesShader = SMAAEdgesShader;
  336. THREE.SMAAWeightsShader = SMAAWeightsShader;
  337. } )();