SMAAShader.js 15 KB

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