playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
33 lines (32 loc) • 1.28 kB
JavaScript
var compose_cas_default = `
uniform float sharpness;
float maxComponent(float x, float y, float z) { return max(x, max(y, z)); }
vec3 toSDR(vec3 c) { return c / (1.0 + maxComponent(c.r, c.g, c.b)); }
vec3 toHDR(vec3 c) { return c / max(1.0 - maxComponent(c.r, c.g, c.b), 1e-4); }
vec3 toSDR(vec3 c) { return c; }
vec3 toHDR(vec3 c) { return c; }
vec3 applyCas(vec3 color, vec2 uv, float sharpness) {
float x = sceneTextureInvRes.x;
float y = sceneTextureInvRes.y;
vec3 a = toSDR(texture2DLod(sceneTexture, uv + vec2(0.0, -y), 0.0).rgb);
vec3 b = toSDR(texture2DLod(sceneTexture, uv + vec2(-x, 0.0), 0.0).rgb);
vec3 c = toSDR(color.rgb);
vec3 d = toSDR(texture2DLod(sceneTexture, uv + vec2(x, 0.0), 0.0).rgb);
vec3 e = toSDR(texture2DLod(sceneTexture, uv + vec2(0.0, y), 0.0).rgb);
float min_g = min(a.g, min(b.g, min(c.g, min(d.g, e.g))));
float max_g = max(a.g, max(b.g, max(c.g, max(d.g, e.g))));
float sharpening_amount = sqrt(min(1.0 - max_g, min_g) / max(max_g, 1e-4));
float w = sharpening_amount * sharpness;
vec3 res = (w * (a + b + d + e) + c) / (4.0 * w + 1.0);
res = max(res, 0.0);
return toHDR(res);
}
`;
export {
compose_cas_default as default
};