smaaEdgesShader top-level property

Map<String, dynamic> smaaEdgesShader
final

WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8 Preset: SMAA 1x Medium (with color edge detection) https://github.com/iryoku/smaa/releases/tag/v2.8

Implementation

final Map<String,dynamic> smaaEdgesShader = {
	'name': 'SMAAEdgesShader',
	'defines': {
		'SMAA_THRESHOLD': '0.1'
	},
	'uniforms': {
		'tDiffuse': { 'value': null },
		'resolution': { 'value': Vector2( 1 / 1024, 1 / 512 ) }
	},

	'vertexShader': /* glsl */'''

		uniform vec2 resolution;

		varying vec2 vUv;
		varying vec4 vOffset[ 3 ];

		void SMAAEdgeDetectionVS( 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
			vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0,  2.0 ); // WebGL port note: Changed sign in W component
		}

		void main() {

			vUv = uv;

			SMAAEdgeDetectionVS( vUv );

			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}''',

	'fragmentShader': /* glsl */'''

		uniform sampler2D tDiffuse;

		varying vec2 vUv;
		varying vec4 vOffset[ 3 ];

		vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
			vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );

			// Calculate color deltas:
			vec4 delta;
			vec3 C = texture2D( colorTex, texcoord ).rgb;

			vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
			vec3 t = abs( C - Cleft );
			delta.x = max( max( t.r, t.g ), t.b );

			vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
			t = abs( C - Ctop );
			delta.y = max( max( t.r, t.g ), t.b );

			// We do the usual threshold:
			vec2 edges = step( threshold, delta.xy );

			// Then discard if there is no edge:
			if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
				discard;

			// Calculate right and bottom deltas:
			vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
			t = abs( C - Cright );
			delta.z = max( max( t.r, t.g ), t.b );

			vec3 Cbottom  = texture2D( colorTex, offset[1].zw ).rgb;
			t = abs( C - Cbottom );
			delta.w = max( max( t.r, t.g ), t.b );

			// Calculate the maximum delta in the direct neighborhood:
			float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );

			// Calculate left-left and top-top deltas:
			vec3 Cleftleft  = texture2D( colorTex, offset[2].xy ).rgb;
			t = abs( C - Cleftleft );
			delta.z = max( max( t.r, t.g ), t.b );

			vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
			t = abs( C - Ctoptop );
			delta.w = max( max( t.r, t.g ), t.b );

			// Calculate the final maximum delta:
			maxDelta = max( max( maxDelta, delta.z ), delta.w );

			// Local contrast adaptation in action:
			edges.xy *= step( 0.5 * maxDelta, delta.xy );

			return vec4( edges, 0.0, 0.0 );
		}

		void main() {

			gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );

		}'''

};