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129
resources/app/client-esm/canvas/smaa/edges.mjs
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129
resources/app/client-esm/canvas/smaa/edges.mjs
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/**
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* The edge detection filter for {@link foundry.canvas.SMAAFilter}.
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*/
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export default class SMAAEdgeDetectionFilter extends PIXI.Filter {
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/**
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* @param {SMAAFilterConfig} config
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*/
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constructor(config) {
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super(VERTEX_SOURCE, generateFragmentSource(config));
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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 SMAAEdgeDetectionFilter}.
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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[3];
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void main() {
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vTexCoord0 = aVertexPosition * (outputFrame.zw * inputSize.zw);
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vOffset[0] = mad(SMAA_RT_METRICS.xyxy, vec4(-1.0, 0.0, 0.0, -1.0), vTexCoord0.xyxy);
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vOffset[1] = mad(SMAA_RT_METRICS.xyxy, vec4( 1.0, 0.0, 0.0, 1.0), vTexCoord0.xyxy);
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vOffset[2] = mad(SMAA_RT_METRICS.xyxy, vec4(-2.0, 0.0, 0.0, -2.0), 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 SMAAEdgeDetectionFilter}.
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* @param {SMAAFilterConfig} config
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* @returns {string}
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*/
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function generateFragmentSource(config) {
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return `\
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precision highp float;
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/**
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* Color Edge Detection
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*
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* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
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* thus 'colorTex' should be a non-sRGB texture.
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*/
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#define SMAA_THRESHOLD ${config.threshold.toFixed(8)}
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR ${config.localContrastAdaptionFactor.toFixed(8)}
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uniform sampler2D uSampler; // colorTex
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#define colorTex uSampler
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varying vec2 vTexCoord0;
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varying vec4 vOffset[3];
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void main() {
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// Calculate the threshold:
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vec2 threshold = vec2(SMAA_THRESHOLD);
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// Calculate color deltas:
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vec4 delta;
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vec3 c = texture2D(colorTex, vTexCoord0).rgb;
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vec3 cLeft = texture2D(colorTex, vOffset[0].xy).rgb;
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vec3 t = abs(c - cLeft);
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delta.x = max(max(t.r, t.g), t.b);
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vec3 cTop = texture2D(colorTex, vOffset[0].zw).rgb;
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t = abs(c - cTop);
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delta.y = max(max(t.r, t.g), t.b);
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// We do the usual threshold:
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vec2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, vec2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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vec3 cRight = texture2D(colorTex, vOffset[1].xy).rgb;
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t = abs(c - cRight);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 cBottom = texture2D(colorTex, vOffset[1].zw).rgb;
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t = abs(c - cBottom);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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vec3 cLeftLeft = texture2D(colorTex, vOffset[2].xy).rgb;
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t = abs(c - cLeftLeft);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 cTopTop = texture2D(colorTex, vOffset[2].zw).rgb;
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t = abs(c - cTopTop);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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// Local contrast adaptation:
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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gl_FragColor = vec4(edges, 0.0, 1.0);
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}
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`;
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}
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