@doegis/core
Version:
DOE GIS API
135 lines (121 loc) • 6.94 kB
JavaScript
import{glsl as e}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{VertexAttribute as t}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{addResolutionUniform as s}from"../views/3d/webgl-engine/shaders/SMAAPassParameters.js";const x={maxSearchSteps:8,maxDistanceAreaTex:16};function c(){const c=new o,{attributes:d,varyings:a,vertex:i,fragment:n}=c;return d.add(t.POSITION,"vec2"),a.add("uv","vec2"),a.add("offsets[2]","vec4"),a.add("maxOffset","vec4"),a.add("pixelCoord","vec2"),s(i),i.code.add(e`
void main() {
uv = position * 0.5 + vec2(0.5);
gl_Position = vec4(position, 0, 1);
pixelCoord = uv * resolution.zw;
offsets[0] = uv.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );
offsets[1] = uv.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );
maxOffset = vec4( offsets[0].xz, offsets[1].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( ${e.int(x.maxSearchSteps)} );
}
`),n.uniforms.add(new r("edgesTexture",(e=>e.edges.colorTexture))),n.uniforms.add(new r("areaTexture",(e=>e.areaTexture))),n.uniforms.add(new r("searchTexture",(e=>e.searchTexture))),s(n),n.code.add(e`
vec4 sampleLevelZeroOffset(sampler2D texture, vec2 coord, vec2 offset) {
return texture2D(texture, coord + offset.x * resolution.xy, 0.0);
}
vec2 round( vec2 x ) {
return sign(x) * floor(abs(x) + 0.5);
}
float searchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
e.r = bias + e.r * scale;
return 255.0 * texture2D( searchTex, e, 0.0 ).r;
}
float searchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
vec2 e = vec2( 0.0, 1.0 );
for ( int i = 0; i < ${e.int(x.maxSearchSteps)}; i ++ ) {
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
texcoord -= vec2( 2.0, 0.0 ) * resolution.xy;
if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
}
texcoord.x += 0.25 * resolution.x;
texcoord.x += resolution.x;
texcoord.x += 2.0 * resolution.x;
texcoord.x -= resolution.x * searchLength(searchTex, e, 0.0, 0.5);
return texcoord.x;
}
float searchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
vec2 e = vec2( 0.0, 1.0 );
for ( int i = 0; i < ${e.int(x.maxSearchSteps)}; i ++ ) {
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
texcoord += vec2( 2.0, 0.0 ) * resolution.xy;
if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
}
texcoord.x -= 0.25 * resolution.x;
texcoord.x -= resolution.x;
texcoord.x -= 2.0 * resolution.x;
texcoord.x += resolution.x * searchLength( searchTex, e, 0.5, 0.5 );
return texcoord.x;
}
float searchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
vec2 e = vec2( 1.0, 0.0 );
for ( int i = 0; i < ${e.int(x.maxSearchSteps)}; i ++ ) {
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
texcoord += vec2( 0.0, 2.0 ) * resolution.xy;
if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
}
texcoord.y -= 0.25 * resolution.y;
texcoord.y -= resolution.y;
texcoord.y -= 2.0 * resolution.y;
texcoord.y += resolution.y * searchLength( searchTex, e.gr, 0.0, 0.5 );
return texcoord.y;
}
float searchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
vec2 e = vec2( 1.0, 0.0 );
for ( int i = 0; i < ${e.int(x.maxSearchSteps)}; i ++ ) {
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
texcoord -= vec2( 0.0, 2.0 ) * resolution.xy;
if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
}
texcoord.y += 0.25 * resolution.y;
texcoord.y += resolution.y;
texcoord.y += 2.0 * resolution.y;
texcoord.y -= resolution.y * searchLength( searchTex, e.gr, 0.5, 0.5 );
return texcoord.y;
}
vec2 getArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
vec2 texcoord = float( ${e.int(x.maxDistanceAreaTex)} ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return texture2D( areaTex, texcoord, 0.0 ).rg;
}
void main() {
ivec4 subsampleIndices = ivec4(0.0);
vec4 weights = vec4(0.0);
vec2 e = texture2D( edgesTexture, uv ).rg;
if ( e.g > 0.0 ) {
vec2 d;
vec2 coords;
coords.x = searchXLeft( edgesTexture, searchTexture, offsets[0].xy, maxOffset.x );
coords.y = offsets[1].y;
d.x = coords.x;
float e1 = texture2D( edgesTexture, coords, 0.0 ).r;
coords.x = searchXRight( edgesTexture, searchTexture, offsets[0].zw, maxOffset.y );
d.y = coords.x;
d = d * resolution.z - pixelCoord.x;
vec2 sqrt_d = sqrt( abs(d) );
coords.y -= 1.0 * resolution.y;
float e2 = sampleLevelZeroOffset( edgesTexture, coords, vec2( 1.0, 0.0 ) ).r;
weights.rg = getArea( areaTexture, sqrt_d, e1, e2, float( subsampleIndices.y ) );
}
if ( e.r > 0.0 ) {
vec2 d;
vec2 coords;
coords.y = searchYUp( edgesTexture, searchTexture, offsets[1].xy, maxOffset.z );
coords.x = offsets[0].x;
d.x = coords.y;
float e1 = texture2D( edgesTexture, coords, 0.0 ).g;
coords.y = searchYDown( edgesTexture, searchTexture, offsets[1].zw, maxOffset.w );
d.y = coords.y;
d = d * resolution.w - pixelCoord.y;
vec2 sqrt_d = sqrt(abs(d));
coords.y -= 1.0 * resolution.y;
float e2 = sampleLevelZeroOffset( edgesTexture, coords, vec2(0.0, 1.0)).g;
weights.ba = getArea( areaTexture, sqrt_d, e1, e2, float( subsampleIndices.x ) );
// for some reason the following lines are necessary to prevent
// texture lookup precision issues on some Intel integrated graphics chips
vec4 dbg = (offsets[0] + offsets[1] + maxOffset + coords.xyyx);
weights.r += 0.00000001 * dot(vec4(0, 1, 0, 1), dbg);
}
gl_FragColor = weights;
}
`),c}const d=Object.freeze(Object.defineProperty({__proto__:null,build:c},Symbol.toStringTag,{value:"Module"}));export{d as B,c as b};