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- /*
- 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};
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