/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.24/esri/copyright.txt for details. */ import{Float4Uniform as e}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{glsl as o}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DUniform.js";import{SMAAOutput as s}from"../views/3d/webgl-engine/lib/SMAATechniqueConfiguration.js";import{VertexAttribute as d}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const a={threshold:.05,localConstrastAdaption:2,maxSearchSteps:8,maxDistanceAreaTex:16};function x(x){const c=new t;return x.output===s.EdgeDetector&&(c.attributes.add(d.POSITION,"vec2"),c.vertex.uniforms.add(new e("resolution")),c.varyings.add("fTexCoord","vec2"),c.varyings.add("fOffset[3]","vec4"),c.vertex.code.add(o`void SMAAEdgeDetectionVS( vec2 texcoord ) { fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); fOffset[2] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); } void main() { fTexCoord = (position + 1.0 ) * 0.5; gl_Position = vec4(position, 0, 1); SMAAEdgeDetectionVS( fTexCoord ); }`),c.fragment.uniforms.add(new r("tColor")),c.fragment.code.add(o` vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) { vec2 threshold = vec2( ${o.float(a.threshold)} ); // Calculate color deltas: vec4 delta; vec3 C = texture2D( colorTex, texcoord ).rgb; vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb; vec3 t = abs( C - Cleft ); delta.x = max( max( t.r, t.g ), t.b ); vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb; t = abs( C - Ctop ); delta.y = max( max( t.r, t.g ), t.b ); // We do the usual threshold: vec2 edges = step( threshold, delta.xy ); // Then discard if there is no edge: if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 ) discard; // Calculate right and bottom deltas: vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb; t = abs( C - Cright ); delta.z = max( max( t.r, t.g ), t.b ); vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb; t = abs( C - Cbottom ); delta.w = max( max( t.r, t.g ), t.b ); // Calculate the maximum delta in the direct neighborhood: float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w ); // Calculate left-left and top-top deltas: vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb; t = abs( C - Cleftleft ); delta.z = max( max( t.r, t.g ), t.b ); vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb; t = abs( C - Ctoptop ); delta.w = max( max( t.r, t.g ), t.b ); // Calculate the final maximum delta: maxDelta = max( max( maxDelta, delta.z ), delta.w ); // Local contrast adaptation in action: edges.xy *= step( maxDelta, float(${o.float(a.localConstrastAdaption)}) * delta.xy ); return vec4( edges, 0.0, 0.0 ); } void main() { gl_FragColor = SMAAColorEdgeDetectionPS( fTexCoord, fOffset, tColor ); } `)),x.output===s.BlendWeight&&(c.attributes.add(d.POSITION,"vec2"),c.vertex.uniforms.add(new e("resolution")),c.varyings.add("fTexCoord","vec2"),c.varyings.add("fOffset[3]","vec4"),c.varyings.add("fPixCoord","vec2"),c.vertex.code.add(o` 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( ${o.int(a.maxSearchSteps)} ); } void main() { fTexCoord = (position + 1.0 ) * 0.5; gl_Position = vec4(position, 0, 1); SMAABlendingWeightCalculationVS( fTexCoord ); } `),c.fragment.uniforms.add(new r("tEdges")),c.fragment.uniforms.add(new r("tArea")),c.fragment.uniforms.add(new r("tSearch")),c.fragment.uniforms.add(new r("tColor")),c.fragment.uniforms.add(new e("resolution")),c.fragment.code.add(o` #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 < ${o.int(a.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 < ${o.int(a.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 < ${o.int(a.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 < ${o.int(a.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( ${o.int(a.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 ) ); } `)),x.output===s.Blur&&(c.attributes.add(d.POSITION,"vec2"),c.vertex.uniforms.add(new e("resolution")),c.varyings.add("fTexCoord","vec2"),c.varyings.add("fOffset[2]","vec4"),c.vertex.code.add(o`void SMAANeighborhoodBlendingVS( vec2 texcoord ) { fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); } void main() { fTexCoord = (position + 1.0 ) * 0.5; gl_Position = vec4(position, 0, 1); SMAANeighborhoodBlendingVS(fTexCoord); }`),c.fragment.uniforms.add(new r("tBlendWeights")),c.fragment.uniforms.add(new r("tColor")),c.fragment.uniforms.add(new e("resolution")),c.fragment.code.add(o`vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) { vec4 a; a.xz = texture2D( blendTex, texcoord ).xz; a.y = texture2D( blendTex, offset[ 1 ].zw ).g; a.w = texture2D( blendTex, offset[ 1 ].xy ).a; if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) { return texture2D( colorTex, texcoord, 0.0 ); } else { vec2 offset; offset.x = a.a > a.b ? a.a : -a.b; offset.y = a.g > a.r ? -a.g : a.r; if ( abs( offset.x ) > abs( offset.y )) { offset.y = 0.0; } else { offset.x = 0.0; } vec4 C = texture2D( colorTex, texcoord, 0.0 ); texcoord += sign( offset ) * resolution.xy; vec4 Cop = texture2D( colorTex, texcoord, 0.0 ); float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y ); vec4 mixed = mix(C, Cop, s); return mixed; } } void main() { gl_FragColor = SMAANeighborhoodBlendingPS( fTexCoord, fOffset, tColor, tBlendWeights ); }`)),c}const c=Object.freeze(Object.defineProperty({__proto__:null,build:x},Symbol.toStringTag,{value:"Module"}));export{c as S,x as b};