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: /* glsl */`
  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. fragmentShader: /* glsl */`
  34. uniform sampler2D tDiffuse;
  35. varying vec2 vUv;
  36. varying vec4 vOffset[ 3 ];
  37. vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
  38. vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
  39. // Calculate color deltas:
  40. vec4 delta;
  41. vec3 C = texture2D( colorTex, texcoord ).rgb;
  42. vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
  43. vec3 t = abs( C - Cleft );
  44. delta.x = max( max( t.r, t.g ), t.b );
  45. vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
  46. t = abs( C - Ctop );
  47. delta.y = max( max( t.r, t.g ), t.b );
  48. // We do the usual threshold:
  49. vec2 edges = step( threshold, delta.xy );
  50. // Then discard if there is no edge:
  51. if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
  52. discard;
  53. // Calculate right and bottom deltas:
  54. vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
  55. t = abs( C - Cright );
  56. delta.z = max( max( t.r, t.g ), t.b );
  57. vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
  58. t = abs( C - Cbottom );
  59. delta.w = max( max( t.r, t.g ), t.b );
  60. // Calculate the maximum delta in the direct neighborhood:
  61. float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
  62. // Calculate left-left and top-top deltas:
  63. vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
  64. t = abs( C - Cleftleft );
  65. delta.z = max( max( t.r, t.g ), t.b );
  66. vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
  67. t = abs( C - Ctoptop );
  68. delta.w = max( max( t.r, t.g ), t.b );
  69. // Calculate the final maximum delta:
  70. maxDelta = max( max( maxDelta, delta.z ), delta.w );
  71. // Local contrast adaptation in action:
  72. edges.xy *= step( 0.5 * maxDelta, delta.xy );
  73. return vec4( edges, 0.0, 0.0 );
  74. }
  75. void main() {
  76. gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
  77. }`
  78. };
  79. const 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': {
  88. value: null
  89. },
  90. 'tArea': {
  91. value: null
  92. },
  93. 'tSearch': {
  94. value: null
  95. },
  96. 'resolution': {
  97. value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  98. }
  99. },
  100. vertexShader: /* glsl */`
  101. uniform vec2 resolution;
  102. varying vec2 vUv;
  103. varying vec4 vOffset[ 3 ];
  104. varying vec2 vPixcoord;
  105. void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
  106. vPixcoord = texcoord / resolution;
  107. // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
  108. 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
  109. 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
  110. // And these for the searches, they indicate the ends of the loops:
  111. 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 );
  112. }
  113. void main() {
  114. vUv = uv;
  115. SMAABlendingWeightCalculationVS( vUv );
  116. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  117. }`,
  118. fragmentShader: /* glsl */`
  119. #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
  120. uniform sampler2D tDiffuse;
  121. uniform sampler2D tArea;
  122. uniform sampler2D tSearch;
  123. uniform vec2 resolution;
  124. varying vec2 vUv;
  125. varying vec4 vOffset[3];
  126. varying vec2 vPixcoord;
  127. #if __VERSION__ == 100
  128. vec2 round( vec2 x ) {
  129. return sign( x ) * floor( abs( x ) + 0.5 );
  130. }
  131. #endif
  132. float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
  133. // Not required if searchTex accesses are set to point:
  134. // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
  135. // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
  136. // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
  137. e.r = bias + e.r * scale;
  138. return 255.0 * texture2D( searchTex, e, 0.0 ).r;
  139. }
  140. float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  141. /**
  142. * @PSEUDO_GATHER4
  143. * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
  144. * sample between edge, thus fetching four edges in a row.
  145. * Sampling with different offsets in each direction allows to disambiguate
  146. * which edges are active from the four fetched ones.
  147. */
  148. vec2 e = vec2( 0.0, 1.0 );
  149. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  150. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  151. texcoord -= vec2( 2.0, 0.0 ) * resolution;
  152. if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  153. }
  154. // We correct the previous (-0.25, -0.125) offset we applied:
  155. texcoord.x += 0.25 * resolution.x;
  156. // The searches are bias by 1, so adjust the coords accordingly:
  157. texcoord.x += resolution.x;
  158. // Disambiguate the length added by the last step:
  159. texcoord.x += 2.0 * resolution.x; // Undo last step
  160. texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
  161. return texcoord.x;
  162. }
  163. float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  164. vec2 e = vec2( 0.0, 1.0 );
  165. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  166. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  167. texcoord += vec2( 2.0, 0.0 ) * resolution;
  168. if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
  169. }
  170. texcoord.x -= 0.25 * resolution.x;
  171. texcoord.x -= resolution.x;
  172. texcoord.x -= 2.0 * resolution.x;
  173. texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
  174. return texcoord.x;
  175. }
  176. float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  177. vec2 e = vec2( 1.0, 0.0 );
  178. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  179. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  180. texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  181. if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  182. }
  183. texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
  184. texcoord.y -= resolution.y; // WebGL port note: Changed sign
  185. texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
  186. texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
  187. return texcoord.y;
  188. }
  189. float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
  190. vec2 e = vec2( 1.0, 0.0 );
  191. for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
  192. e = texture2D( edgesTex, texcoord, 0.0 ).rg;
  193. texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
  194. if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
  195. }
  196. texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
  197. texcoord.y += resolution.y; // WebGL port note: Changed sign
  198. texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
  199. texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
  200. return texcoord.y;
  201. }
  202. vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
  203. // Rounding prevents precision errors of bilinear filtering:
  204. vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
  205. // We do a scale and bias for mapping to texel space:
  206. texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
  207. // Move to proper place, according to the subpixel offset:
  208. texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
  209. return texture2D( areaTex, texcoord, 0.0 ).rg;
  210. }
  211. vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
  212. vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
  213. vec2 e = texture2D( edgesTex, texcoord ).rg;
  214. if ( e.g > 0.0 ) { // Edge at north
  215. vec2 d;
  216. // Find the distance to the left:
  217. vec2 coords;
  218. coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
  219. coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
  220. d.x = coords.x;
  221. // Now fetch the left crossing edges, two at a time using bilinear
  222. // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
  223. // discern what value each edge has:
  224. float e1 = texture2D( edgesTex, coords, 0.0 ).r;
  225. // Find the distance to the right:
  226. coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
  227. d.y = coords.x;
  228. // We want the distances to be in pixel units (doing this here allow to
  229. // better interleave arithmetic and memory accesses):
  230. d = d / resolution.x - pixcoord.x;
  231. // SMAAArea below needs a sqrt, as the areas texture is compressed
  232. // quadratically:
  233. vec2 sqrt_d = sqrt( abs( d ) );
  234. // Fetch the right crossing edges:
  235. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  236. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
  237. // Ok, we know how this pattern looks like, now it is time for getting
  238. // the actual area:
  239. weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
  240. }
  241. if ( e.r > 0.0 ) { // Edge at west
  242. vec2 d;
  243. // Find the distance to the top:
  244. vec2 coords;
  245. coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
  246. coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
  247. d.x = coords.y;
  248. // Fetch the top crossing edges:
  249. float e1 = texture2D( edgesTex, coords, 0.0 ).g;
  250. // Find the distance to the bottom:
  251. coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
  252. d.y = coords.y;
  253. // We want the distances to be in pixel units:
  254. d = d / resolution.y - pixcoord.y;
  255. // SMAAArea below needs a sqrt, as the areas texture is compressed
  256. // quadratically:
  257. vec2 sqrt_d = sqrt( abs( d ) );
  258. // Fetch the bottom crossing edges:
  259. coords.y -= 1.0 * resolution.y; // WebGL port note: Added
  260. float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
  261. // Get the area for this direction:
  262. weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
  263. }
  264. return weights;
  265. }
  266. void main() {
  267. gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
  268. }`
  269. };
  270. const SMAABlendShader = {
  271. uniforms: {
  272. 'tDiffuse': {
  273. value: null
  274. },
  275. 'tColor': {
  276. value: null
  277. },
  278. 'resolution': {
  279. value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  280. }
  281. },
  282. vertexShader: /* glsl */`
  283. uniform vec2 resolution;
  284. varying vec2 vUv;
  285. varying vec4 vOffset[ 2 ];
  286. void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
  287. vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
  288. vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
  289. }
  290. void main() {
  291. vUv = uv;
  292. SMAANeighborhoodBlendingVS( vUv );
  293. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  294. }`,
  295. fragmentShader: /* glsl */`
  296. uniform sampler2D tDiffuse;
  297. uniform sampler2D tColor;
  298. uniform vec2 resolution;
  299. varying vec2 vUv;
  300. varying vec4 vOffset[ 2 ];
  301. vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
  302. // Fetch the blending weights for current pixel:
  303. vec4 a;
  304. a.xz = texture2D( blendTex, texcoord ).xz;
  305. a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
  306. a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
  307. // Is there any blending weight with a value greater than 0.0?
  308. if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
  309. return texture2D( colorTex, texcoord, 0.0 );
  310. } else {
  311. // Up to 4 lines can be crossing a pixel (one through each edge). We
  312. // favor blending by choosing the line with the maximum weight for each
  313. // direction:
  314. vec2 offset;
  315. offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
  316. offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
  317. // Then we go in the direction that has the maximum weight:
  318. if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
  319. offset.y = 0.0;
  320. } else {
  321. offset.x = 0.0;
  322. }
  323. // Fetch the opposite color and lerp by hand:
  324. vec4 C = texture2D( colorTex, texcoord, 0.0 );
  325. texcoord += sign( offset ) * resolution;
  326. vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
  327. float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
  328. // WebGL port note: Added gamma correction
  329. C.xyz = pow(C.xyz, vec3(2.2));
  330. Cop.xyz = pow(Cop.xyz, vec3(2.2));
  331. vec4 mixed = mix(C, Cop, s);
  332. mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
  333. return mixed;
  334. }
  335. }
  336. void main() {
  337. gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
  338. }`
  339. };
  340. THREE.SMAABlendShader = SMAABlendShader;
  341. THREE.SMAAEdgesShader = SMAAEdgesShader;
  342. THREE.SMAAWeightsShader = SMAAWeightsShader;
  343. } )();