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Foundry-VTT-Docker/resources/app/client-esm/canvas/smaa/blend.mjs
2025-01-04 00:34:03 +01:00

110 lines
3.0 KiB
JavaScript

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