130 lines
3.5 KiB
JavaScript
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);
|
|
}
|
|
`;
|
|
}
|