SMAAShader.js 15 KB

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