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- import { Vector2, TempNode } from 'three/webgpu';
- import { nodeObject, Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';
- /**
- * Post processing node for applying FXAA. This node requires sRGB input
- * so tone mapping and color space conversion must happen before the anti-aliasing.
- *
- * @augments TempNode
- * @three_import import { fxaa } from 'three/addons/tsl/display/FXAANode.js';
- */
- class FXAANode extends TempNode {
- static get type() {
- return 'FXAANode';
- }
- /**
- * Constructs a new FXAA node.
- *
- * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
- */
- constructor( textureNode ) {
- super( 'vec4' );
- /**
- * The texture node that represents the input of the effect.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
- * its internal uniforms once per frame in `updateBefore()`.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- /**
- * A uniform node holding the inverse resolution value.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._invSize = uniform( new Vector2() );
- }
- /**
- * This method is used to update the effect's uniforms once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( /* frame */ ) {
- const map = this.textureNode.value;
- this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
- }
- /**
- * This method is used to setup the effect's TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {ShaderCallNodeInternal}
- */
- setup( /* builder */ ) {
- const textureNode = this.textureNode.bias( - 100 );
- const uvNode = textureNode.uvNode || uv();
- const EDGE_STEP_COUNT = float( 6 );
- const EDGE_GUESS = float( 8.0 );
- const EDGE_STEPS = uniformArray( [ 1.0, 1.5, 2.0, 2.0, 2.0, 4.0 ] );
- const _ContrastThreshold = float( 0.0312 );
- const _RelativeThreshold = float( 0.063 );
- const _SubpixelBlending = float( 1.0 );
- const Sample = Fn( ( [ uv ] ) => {
- return textureNode.sample( uv );
- } );
- const SampleLuminance = Fn( ( [ uv ] ) => {
- return dot( Sample( uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );
- } );
- const SampleLuminanceOffset = Fn( ( [ texSize, uv, uOffset, vOffset ] ) => {
- const shiftedUv = uv.add( texSize.mul( vec2( uOffset, vOffset ) ) );
- return SampleLuminance( shiftedUv );
- } );
- const ShouldSkipPixel = ( l ) => {
- const threshold = max( _ContrastThreshold, _RelativeThreshold.mul( l.highest ) );
- return l.contrast.lessThan( threshold );
- };
- const SampleLuminanceNeighborhood = ( texSize, uv ) => {
- const m = SampleLuminance( uv );
- const n = SampleLuminanceOffset( texSize, uv, 0.0, - 1.0 );
- const e = SampleLuminanceOffset( texSize, uv, 1.0, 0.0 );
- const s = SampleLuminanceOffset( texSize, uv, 0.0, 1.0 );
- const w = SampleLuminanceOffset( texSize, uv, - 1.0, 0.0 );
- const ne = SampleLuminanceOffset( texSize, uv, 1.0, - 1.0 );
- const nw = SampleLuminanceOffset( texSize, uv, - 1.0, - 1.0 );
- const se = SampleLuminanceOffset( texSize, uv, 1.0, 1.0 );
- const sw = SampleLuminanceOffset( texSize, uv, - 1.0, 1.0 );
- const highest = max( max( max( max( s, e ), n ), w ), m );
- const lowest = min( min( min( min( s, e ), n ), w ), m );
- const contrast = highest.sub( lowest );
- return { m, n, e, s, w, ne, nw, se, sw, highest, lowest, contrast };
- };
- const DeterminePixelBlendFactor = ( l ) => {
- let f = float( 2.0 ).mul( l.s.add( l.e ).add( l.n ).add( l.w ) );
- f = f.add( l.se.add( l.sw ).add( l.ne ).add( l.nw ) );
- f = f.mul( 1.0 / 12.0 );
- f = abs( f.sub( l.m ) );
- f = clamp( f.div( max( l.contrast, 0 ) ), 0.0, 1.0 );
- const blendFactor = smoothstep( 0.0, 1.0, f );
- return blendFactor.mul( blendFactor ).mul( _SubpixelBlending );
- };
- const DetermineEdge = ( texSize, l ) => {
- const horizontal =
- abs( l.s.add( l.n ).sub( l.m.mul( 2.0 ) ) ).mul( 2.0 ).add(
- abs( l.se.add( l.ne ).sub( l.e.mul( 2.0 ) ) ).add(
- abs( l.sw.add( l.nw ).sub( l.w.mul( 2.0 ) ) )
- )
- );
- const vertical =
- abs( l.e.add( l.w ).sub( l.m.mul( 2.0 ) ) ).mul( 2.0 ).add(
- abs( l.se.add( l.sw ).sub( l.s.mul( 2.0 ) ) ).add(
- abs( l.ne.add( l.nw ).sub( l.n.mul( 2.0 ) ) )
- )
- );
- const isHorizontal = horizontal.greaterThanEqual( vertical );
- const pLuminance = select( isHorizontal, l.s, l.e );
- const nLuminance = select( isHorizontal, l.n, l.w );
- const pGradient = abs( pLuminance.sub( l.m ) );
- const nGradient = abs( nLuminance.sub( l.m ) );
- const pixelStep = select( isHorizontal, texSize.y, texSize.x ).toVar();
- const oppositeLuminance = float().toVar();
- const gradient = float().toVar();
- If( pGradient.lessThan( nGradient ), () => {
- pixelStep.assign( pixelStep.negate() );
- oppositeLuminance.assign( nLuminance );
- gradient.assign( nGradient );
- } ).Else( () => {
- oppositeLuminance.assign( pLuminance );
- gradient.assign( pGradient );
- } );
- return { isHorizontal, pixelStep, oppositeLuminance, gradient };
- };
- const DetermineEdgeBlendFactor = ( texSize, l, e, uv ) => {
- const uvEdge = uv.toVar();
- const edgeStep = vec2().toVar();
- If( e.isHorizontal, () => {
- uvEdge.y.addAssign( e.pixelStep.mul( 0.5 ) );
- edgeStep.assign( vec2( texSize.x, 0.0 ) );
- } ).Else( () => {
- uvEdge.x.addAssign( e.pixelStep.mul( 0.5 ) );
- edgeStep.assign( vec2( 0.0, texSize.y ) );
- } );
- const edgeLuminance = l.m.add( e.oppositeLuminance ).mul( 0.5 );
- const gradientThreshold = e.gradient.mul( 0.25 );
- const puv = uvEdge.add( edgeStep.mul( EDGE_STEPS.element( 0 ) ) ).toVar();
- const pLuminanceDelta = SampleLuminance( puv ).sub( edgeLuminance ).toVar();
- const pAtEnd = abs( pLuminanceDelta ).greaterThanEqual( gradientThreshold ).toVar();
- Loop( { start: 1, end: EDGE_STEP_COUNT }, ( { i } ) => {
- If( pAtEnd, () => {
- Break();
- } );
- puv.addAssign( edgeStep.mul( EDGE_STEPS.element( i ) ) );
- pLuminanceDelta.assign( SampleLuminance( puv ).sub( edgeLuminance ) );
- pAtEnd.assign( abs( pLuminanceDelta ).greaterThanEqual( gradientThreshold ) );
- } );
- If( pAtEnd.not(), () => {
- puv.addAssign( edgeStep.mul( EDGE_GUESS ) );
- } );
- const nuv = uvEdge.sub( edgeStep.mul( EDGE_STEPS.element( 0 ) ) ).toVar();
- const nLuminanceDelta = SampleLuminance( nuv ).sub( edgeLuminance ).toVar();
- const nAtEnd = abs( nLuminanceDelta ).greaterThanEqual( gradientThreshold ).toVar();
- Loop( { start: 1, end: EDGE_STEP_COUNT }, ( { i } ) => {
- If( nAtEnd, () => {
- Break();
- } );
- nuv.subAssign( edgeStep.mul( EDGE_STEPS.element( i ) ) );
- nLuminanceDelta.assign( SampleLuminance( nuv ).sub( edgeLuminance ) );
- nAtEnd.assign( abs( nLuminanceDelta ).greaterThanEqual( gradientThreshold ) );
- } );
- If( nAtEnd.not(), () => {
- nuv.subAssign( edgeStep.mul( EDGE_GUESS ) );
- } );
- const pDistance = float().toVar();
- const nDistance = float().toVar();
- If( e.isHorizontal, () => {
- pDistance.assign( puv.x.sub( uv.x ) );
- nDistance.assign( uv.x.sub( nuv.x ) );
- } ).Else( () => {
- pDistance.assign( puv.y.sub( uv.y ) );
- nDistance.assign( uv.y.sub( nuv.y ) );
- } );
- const shortestDistance = float().toVar();
- const deltaSign = bool().toVar();
- If( pDistance.lessThanEqual( nDistance ), () => {
- shortestDistance.assign( pDistance );
- deltaSign.assign( pLuminanceDelta.greaterThanEqual( 0.0 ) );
- } ).Else( () => {
- shortestDistance.assign( nDistance );
- deltaSign.assign( nLuminanceDelta.greaterThanEqual( 0.0 ) );
- } );
- const blendFactor = float().toVar();
- If( deltaSign.equal( l.m.sub( edgeLuminance ).greaterThanEqual( 0.0 ) ), () => {
- blendFactor.assign( 0.0 );
- } ).Else( () => {
- blendFactor.assign( float( 0.5 ).sub( shortestDistance.div( pDistance.add( nDistance ) ) ) );
- } );
- return blendFactor;
- };
- const ApplyFXAA = Fn( ( [ uv, texSize ] ) => {
- const luminance = SampleLuminanceNeighborhood( texSize, uv );
- If( ShouldSkipPixel( luminance ), () => {
- return Sample( uv );
- } );
- const pixelBlend = DeterminePixelBlendFactor( luminance );
- const edge = DetermineEdge( texSize, luminance );
- const edgeBlend = DetermineEdgeBlendFactor( texSize, luminance, edge, uv );
- const finalBlend = max( pixelBlend, edgeBlend );
- const finalUv = uv.toVar();
- If( edge.isHorizontal, () => {
- finalUv.y.addAssign( edge.pixelStep.mul( finalBlend ) );
- } ).Else( () => {
- finalUv.x.addAssign( edge.pixelStep.mul( finalBlend ) );
- } );
- return Sample( finalUv );
- } ).setLayout( {
- name: 'FxaaPixelShader',
- type: 'vec4',
- inputs: [
- { name: 'uv', type: 'vec2' },
- { name: 'texSize', type: 'vec2' },
- ]
- } );
- const fxaa = Fn( () => {
- return ApplyFXAA( uvNode, this._invSize );
- } );
- const outputNode = fxaa();
- return outputNode;
- }
- }
- export default FXAANode;
- /**
- * TSL function for creating a FXAA node for anti-aliasing via post processing.
- *
- * @tsl
- * @function
- * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @returns {FXAANode}
- */
- export const fxaa = ( node ) => nodeObject( new FXAANode( convertToTexture( node ) ) );
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