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. };