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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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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 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 = /* @__PURE__ */ 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 / width; this.sourceInvResolutionValue[1] = 1 / height; this.sourceInvResolutionId.setValue(this.sourceInvResolutionValue); super.execute(); } } export { RenderPassDepthAwareBlur };