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

130 lines
3.5 KiB
JavaScript

/**
* The edge detection filter for {@link foundry.canvas.SMAAFilter}.
*/
export default class SMAAEdgeDetectionFilter extends PIXI.Filter {
/**
* @param {SMAAFilterConfig} config
*/
constructor(config) {
super(VERTEX_SOURCE, generateFragmentSource(config));
}
}
/* -------------------------------------------- */
/**
* The vertex shader source of {@link SMAAEdgeDetectionFilter}.
* @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[3];
void main() {
vTexCoord0 = aVertexPosition * (outputFrame.zw * inputSize.zw);
vOffset[0] = mad(SMAA_RT_METRICS.xyxy, vec4(-1.0, 0.0, 0.0, -1.0), vTexCoord0.xyxy);
vOffset[1] = mad(SMAA_RT_METRICS.xyxy, vec4( 1.0, 0.0, 0.0, 1.0), vTexCoord0.xyxy);
vOffset[2] = mad(SMAA_RT_METRICS.xyxy, vec4(-2.0, 0.0, 0.0, -2.0), 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 SMAAEdgeDetectionFilter}.
* @param {SMAAFilterConfig} config
* @returns {string}
*/
function generateFragmentSource(config) {
return `\
precision highp float;
/**
* Color Edge Detection
*
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
* thus 'colorTex' should be a non-sRGB texture.
*/
#define SMAA_THRESHOLD ${config.threshold.toFixed(8)}
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR ${config.localContrastAdaptionFactor.toFixed(8)}
uniform sampler2D uSampler; // colorTex
#define colorTex uSampler
varying vec2 vTexCoord0;
varying vec4 vOffset[3];
void main() {
// Calculate the threshold:
vec2 threshold = vec2(SMAA_THRESHOLD);
// Calculate color deltas:
vec4 delta;
vec3 c = texture2D(colorTex, vTexCoord0).rgb;
vec3 cLeft = texture2D(colorTex, vOffset[0].xy).rgb;
vec3 t = abs(c - cLeft);
delta.x = max(max(t.r, t.g), t.b);
vec3 cTop = texture2D(colorTex, vOffset[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, vOffset[1].xy).rgb;
t = abs(c - cRight);
delta.z = max(max(t.r, t.g), t.b);
vec3 cBottom = texture2D(colorTex, vOffset[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:
vec2 maxDelta = max(delta.xy, delta.zw);
// Calculate left-left and top-top deltas:
vec3 cLeftLeft = texture2D(colorTex, vOffset[2].xy).rgb;
t = abs(c - cLeftLeft);
delta.z = max(max(t.r, t.g), t.b);
vec3 cTopTop = texture2D(colorTex, vOffset[2].zw).rgb;
t = abs(c - cTopTop);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the final maximum delta:
maxDelta = max(maxDelta.xy, delta.zw);
float finalDelta = max(maxDelta.x, maxDelta.y);
// Local contrast adaptation:
edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
gl_FragColor = vec4(edges, 0.0, 1.0);
}
`;
}