/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.25/esri/copyright.txt for details. */ import{glsl as e}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{VertexAttribute as t}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{addResolutionUniform as s}from"../views/3d/webgl-engine/shaders/SMAAPassParameters.js";const c={maxSearchSteps:8,maxDistanceAreaTex:16};function d(){const d=new o,{attributes:x,varyings:a,vertex:i,fragment:n}=d;return x.add(t.POSITION,"vec2"),a.add("fTexCoord","vec2"),a.add("fOffset[3]","vec4"),a.add("fPixCoord","vec2"),s(i),i.code.add(e` void SMAABlendingWeightCalculationVS( vec2 texcoord ) { fPixCoord = texcoord * resolution.zw; fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); fOffset[2] = vec4( fOffset[0].xz, fOffset[1].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( ${e.int(c.maxSearchSteps)} ); } void main() { fTexCoord = (position + 1.0 ) * 0.5; gl_Position = vec4(position, 0, 1); SMAABlendingWeightCalculationVS( fTexCoord ); } `),n.uniforms.add(new r("tEdges",(e=>e.edges.colorTexture))),n.uniforms.add(new r("tArea",(e=>e.areaTexture))),n.uniforms.add(new r("tSearch",(e=>e.searchTexture))),n.uniforms.add(new r("tColor",(e=>e.colorTexture))),s(n),n.code.add(e` #define SMAA_AREATEX_PIXEL_SIZE ( 1.0 / vec2( 160.0, 560.0 ) ) #define SMAA_AREATEX_SUBTEX_SIZE ( 1.0 / 7.0 ) vec4 SMAASampleLevelZeroOffset(sampler2D texture, vec2 coord, vec2 offset) { return texture2D(texture, coord + offset.x * resolution.xy, 0.0); } vec2 round( vec2 x ) { return sign( x ) * floor( abs( x ) + 0.5 ); } float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) { e.r = bias + e.r * scale; return 255.0 * texture2D( searchTex, e, 0.0 ).r; } float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { vec2 e = vec2( 0.0, 1.0 ); for ( int i = 0; i < ${e.int(c.maxSearchSteps)}; i ++ ) { e = texture2D( edgesTex, texcoord, 0.0 ).rg; texcoord -= vec2( 2.0, 0.0 ) * resolution.xy; if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break; } texcoord.x += 0.25 * resolution.x; texcoord.x += resolution.x; texcoord.x += 2.0 * resolution.x; texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5); return texcoord.x; } float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { vec2 e = vec2( 0.0, 1.0 ); for ( int i = 0; i < ${e.int(c.maxSearchSteps)}; i ++ ) { e = texture2D( edgesTex, texcoord, 0.0 ).rg; texcoord += vec2( 2.0, 0.0 ) * resolution.xy; if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break; } texcoord.x -= 0.25 * resolution.x; texcoord.x -= resolution.x; texcoord.x -= 2.0 * resolution.x; texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 ); return texcoord.x; } float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { vec2 e = vec2( 1.0, 0.0 ); for ( int i = 0; i < ${e.int(c.maxSearchSteps)}; i ++ ) { e = texture2D( edgesTex, texcoord, 0.0 ).rg; texcoord += vec2( 0.0, 2.0 ) * resolution.xy; if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break; } texcoord.y -= 0.25 * resolution.y; texcoord.y -= resolution.y; texcoord.y -= 2.0 * resolution.y; texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); return texcoord.y; } float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) { vec2 e = vec2( 1.0, 0.0 ); for ( int i = 0; i < ${e.int(c.maxSearchSteps)}; i ++ ) { e = texture2D( edgesTex, texcoord, 0.0 ).rg; texcoord -= vec2( 0.0, 2.0 ) * resolution.xy; if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break; } texcoord.y += 0.25 * resolution.y; texcoord.y += resolution.y; texcoord.y += 2.0 * resolution.y; texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); return texcoord.y; } vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) { vec2 texcoord = float( ${e.int(c.maxDistanceAreaTex)} ) * round( 4.0 * vec2( e1, e2 ) ) + dist; texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE ); texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; return texture2D( areaTex, texcoord, 0.0 ).rg; } vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) { vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 ); vec2 e = texture2D( edgesTex, texcoord ).rg; if ( e.g > 0.0 ) { vec2 d; vec2 coords; coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x ); coords.y = offset[ 1 ].y; d.x = coords.x; float e1 = texture2D( edgesTex, coords, 0.0 ).r; coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y ); d.y = coords.x; d = d * resolution.z - pixcoord.x; vec2 sqrt_d = sqrt( abs( d ) ); coords.y -= 1.0 * resolution.y; float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, vec2( 1.0, 0.0 ) ).r; weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) ); } if ( e.r > 0.0 ) { vec2 d; vec2 coords; coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z ); coords.x = offset[ 0 ].x; d.x = coords.y; float e1 = texture2D( edgesTex, coords, 0.0 ).g; coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w ); d.y = coords.y; d = d * resolution.w - pixcoord.y; vec2 sqrt_d = sqrt( abs( d ) ); coords.y -= 1.0 * resolution.y; float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, vec2( 0.0, 1.0 ) ).g; weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) ); // for some reason the following lines are necessary to prevent // texture lookup precision issues on some Intel integrated graphics chips vec4 dbg = (offset[ 0 ]+offset[ 1 ]+offset[ 2 ] + coords.xyyx); weights.r += 0.00000001 * dot(vec4(0,1,0,1),dbg); } return weights; } void main() { gl_FragColor = SMAABlendingWeightCalculationPS( fTexCoord, fPixCoord, fOffset, tEdges, tArea, tSearch, ivec4( 0.0 ) ); } `),d}const x=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{x as B,d as b};