playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
34 lines (33 loc) • 1.61 kB
JavaScript
import { SEMANTIC_POSITION, SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL } 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 glslUpsamplePS from "../../scene/shader-lib/glsl/chunks/render-pass/frag/upsample.js";
import wgslUpsamplePS from "../../scene/shader-lib/wgsl/chunks/render-pass/frag/upsample.js";
import { ShaderChunks } from "../../scene/shader-lib/shader-chunks.js";
class RenderPassUpsample extends RenderPassShaderQuad {
constructor(device, sourceTexture) {
super(device);
this.sourceTexture = sourceTexture;
ShaderChunks.get(device, SHADERLANGUAGE_GLSL).set("upsamplePS", glslUpsamplePS);
ShaderChunks.get(device, SHADERLANGUAGE_WGSL).set("upsamplePS", wgslUpsamplePS);
this.shader = ShaderUtils.createShader(device, {
uniqueName: "UpSampleShader",
attributes: { aPosition: SEMANTIC_POSITION },
vertexChunk: "quadVS",
fragmentChunk: "upsamplePS"
});
this.sourceTextureId = device.scope.resolve("sourceTexture");
this.sourceInvResolutionId = device.scope.resolve("sourceInvResolution");
this.sourceInvResolutionValue = new Float32Array(2);
}
execute() {
this.sourceTextureId.setValue(this.sourceTexture);
this.sourceInvResolutionValue[0] = 1 / this.sourceTexture.width;
this.sourceInvResolutionValue[1] = 1 / this.sourceTexture.height;
this.sourceInvResolutionId.setValue(this.sourceInvResolutionValue);
super.execute();
}
}
export {
RenderPassUpsample
};