SMAAShader.js 14 KB

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