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- /*
- 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};
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