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109
resources/app/client-esm/canvas/smaa/blend.mjs
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109
resources/app/client-esm/canvas/smaa/blend.mjs
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/**
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* The neighborhood blending filter for {@link foundry.canvas.SMAAFilter}.
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*/
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export default class SMAANeighborhoodBlendingFilter extends PIXI.Filter {
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constructor() {
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super(VERTEX_SOURCE, FRAGMENT_SOURCE);
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}
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}
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/* -------------------------------------------- */
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/**
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* The vertex shader source of {@link SMAANeighborhoodBlendingFilter}.
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* @type {string}
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*/
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const VERTEX_SOURCE = `\
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#define mad(a, b, c) (a * b + c)
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attribute vec2 aVertexPosition;
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uniform mat3 projectionMatrix;
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uniform vec4 inputSize;
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uniform vec4 inputPixel;
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uniform vec4 outputFrame;
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#define resolution (inputPixel.xy)
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#define SMAA_RT_METRICS (inputPixel.zwxy)
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varying vec2 vTexCoord0;
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varying vec4 vOffset;
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void main() {
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vTexCoord0 = aVertexPosition * (outputFrame.zw * inputSize.zw);
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vOffset = mad(SMAA_RT_METRICS.xyxy, vec4(1.0, 0.0, 0.0, 1.0), vTexCoord0.xyxy);
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vec3 position = vec3(aVertexPosition * max(outputFrame.zw, vec2(0.0)) + outputFrame.xy, 1.0);
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gl_Position = vec4((projectionMatrix * position).xy, 0.0, 1.0);
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}
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`;
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/* -------------------------------------------- */
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/**
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* The fragment shader source of {@link SMAANeighborhoodBlendingFilter}.
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* @type {string}
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*/
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const FRAGMENT_SOURCE = `\
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precision highp float;
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#define mad(a, b, c) (a * b + c)
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uniform sampler2D blendTex;
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uniform sampler2D uSampler; // colorTex
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uniform vec4 inputPixel;
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#define colorTex uSampler
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#define resolution (inputPixel.xy)
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#define SMAA_RT_METRICS (inputPixel.zwxy)
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varying vec2 vTexCoord0;
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varying vec4 vOffset;
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/**
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* Conditional move:
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*/
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void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
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if (cond.x) variable.x = value.x;
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if (cond.y) variable.y = value.y;
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}
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void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
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SMAAMovc(cond.xy, variable.xy, value.xy);
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SMAAMovc(cond.zw, variable.zw, value.zw);
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}
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void main() {
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vec4 color;
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// Fetch the blending weights for current pixel:
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vec4 a;
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a.x = texture2D(blendTex, vOffset.xy).a; // Right
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a.y = texture2D(blendTex, vOffset.zw).g; // Top
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a.wz = texture2D(blendTex, vTexCoord0).xz; // Bottom / Left
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// Is there any blending weight with a value greater than 0.0?
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if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) <= 1e-5) {
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color = texture2D(colorTex, vTexCoord0); // LinearSampler
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} else {
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bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
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// Calculate the blending offsets:
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vec4 blendingOffset = vec4(0.0, a.y, 0.0, a.w);
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vec2 blendingWeight = a.yw;
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SMAAMovc(bvec4(h, h, h, h), blendingOffset, vec4(a.x, 0.0, a.z, 0.0));
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SMAAMovc(bvec2(h, h), blendingWeight, a.xz);
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blendingWeight /= dot(blendingWeight, vec2(1.0, 1.0));
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// Calculate the texture coordinates:
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vec4 blendingCoord = mad(blendingOffset, vec4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), vTexCoord0.xyxy);
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// We exploit bilinear filtering to mix current pixel with the chosen
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// neighbor:
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color = blendingWeight.x * texture2D(colorTex, blendingCoord.xy); // LinearSampler
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color += blendingWeight.y * texture2D(colorTex, blendingCoord.zw); // LinearSampler
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}
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gl_FragColor = color;
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}
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`;
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