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playcanvas

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PlayCanvas WebGL game engine

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import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL, SEMANTIC_POSITION } from '../../platform/graphics/constants.js'; import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import { ShaderUtils } from '../../scene/shader-lib/shader-utils.js'; import glslDepthAwareBlurPS from '../../scene/shader-lib/glsl/chunks/render-pass/frag/depthAwareBlur.js'; import wgslDepthAwareBlurPS from '../../scene/shader-lib/wgsl/chunks/render-pass/frag/depthAwareBlur.js'; import { ShaderChunks } from '../../scene/shader-lib/shader-chunks.js'; class RenderPassDepthAwareBlur extends RenderPassShaderQuad { constructor(device, sourceTexture, cameraComponent, horizontal){ super(device); this.sourceTexture = sourceTexture; ShaderChunks.get(device, SHADERLANGUAGE_GLSL).set('depthAwareBlurPS', glslDepthAwareBlurPS); ShaderChunks.get(device, SHADERLANGUAGE_WGSL).set('depthAwareBlurPS', wgslDepthAwareBlurPS); const defines = new Map(); if (horizontal) defines.set('HORIZONTAL', ''); ShaderUtils.addScreenDepthChunkDefines(device, cameraComponent.shaderParams, defines); this.shader = ShaderUtils.createShader(device, { uniqueName: `DepthAware${horizontal ? 'Horizontal' : 'Vertical'}BlurShader`, attributes: { aPosition: SEMANTIC_POSITION }, vertexChunk: 'quadVS', fragmentChunk: 'depthAwareBlurPS', fragmentDefines: defines }); const scope = this.device.scope; this.sourceTextureId = scope.resolve('sourceTexture'); this.sourceInvResolutionId = scope.resolve('sourceInvResolution'); this.sourceInvResolutionValue = new Float32Array(2); this.filterSizeId = scope.resolve('filterSize'); } execute() { this.filterSizeId.setValue(4); this.sourceTextureId.setValue(this.sourceTexture); const { width, height } = this.sourceTexture; this.sourceInvResolutionValue[0] = 1.0 / width; this.sourceInvResolutionValue[1] = 1.0 / height; this.sourceInvResolutionId.setValue(this.sourceInvResolutionValue); super.execute(); } } export { RenderPassDepthAwareBlur };