smaaBlendShader top-level property
Implementation
final Map<String,dynamic> smaaBlendShader = {
'name': 'SMAABlendShader',
'uniforms': {
'tDiffuse': { 'value': null },
'tColor': { 'value': null },
'resolution': { 'value': Vector2( 1 / 1024, 1 / 512 ) }
},
'vertexShader': /* glsl */'''
uniform vec2 resolution;
varying vec2 vUv;
varying vec4 vOffset[ 2 ];
void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
}
void main() {
vUv = uv;
SMAANeighborhoodBlendingVS( vUv );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}''',
'fragmentShader': /* glsl */'''
uniform sampler2D tDiffuse;
uniform sampler2D tColor;
uniform vec2 resolution;
varying vec2 vUv;
varying vec4 vOffset[ 2 ];
vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
// Fetch the blending weights for current pixel:
vec4 a;
a.xz = texture2D( blendTex, texcoord ).xz;
a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
// Is there any blending weight with a value greater than 0.0?
if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
return texture2D( colorTex, texcoord, 0.0 );
} else {
// Up to 4 lines can be crossing a pixel (one through each edge). We
// favor blending by choosing the line with the maximum weight for each
// direction:
vec2 offset;
offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
// Then we go in the direction that has the maximum weight:
if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
offset.y = 0.0;
} else {
offset.x = 0.0;
}
// Fetch the opposite color and lerp by hand:
vec4 C = texture2D( colorTex, texcoord, 0.0 );
texcoord += sign( offset ) * resolution;
vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
// WebGL port note: Added gamma correction
C.xyz = pow(C.xyz, vec3(2.2));
Cop.xyz = pow(Cop.xyz, vec3(2.2));
vec4 mixed = mix(C, Cop, s);
mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
return mixed;
}
}
void main() {
gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
}'''
};