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467 lines
14 KiB
467 lines
14 KiB
6 months ago
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import {
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Vector2
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} from 'three';
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/**
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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* Preset: SMAA 1x Medium (with color edge detection)
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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*/
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const SMAAEdgesShader = {
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name: 'SMAAEdgesShader',
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defines: {
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'SMAA_THRESHOLD': '0.1'
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},
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uniforms: {
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'tDiffuse': { value: null },
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'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: /* glsl */`
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[ 3 ];
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void SMAAEdgeDetectionVS( vec2 texcoord ) {
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vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
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vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
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vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
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}
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void main() {
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vUv = uv;
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SMAAEdgeDetectionVS( vUv );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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varying vec4 vOffset[ 3 ];
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vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
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vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
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// Calculate color deltas:
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vec4 delta;
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vec3 C = texture2D( colorTex, texcoord ).rgb;
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vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
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vec3 t = abs( C - Cleft );
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delta.x = max( max( t.r, t.g ), t.b );
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vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
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t = abs( C - Ctop );
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delta.y = max( max( t.r, t.g ), t.b );
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// We do the usual threshold:
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vec2 edges = step( threshold, delta.xy );
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// Then discard if there is no edge:
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if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
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discard;
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// Calculate right and bottom deltas:
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vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
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t = abs( C - Cright );
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delta.z = max( max( t.r, t.g ), t.b );
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vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
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t = abs( C - Cbottom );
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delta.w = max( max( t.r, t.g ), t.b );
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// Calculate the maximum delta in the direct neighborhood:
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float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
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// Calculate left-left and top-top deltas:
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vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
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t = abs( C - Cleftleft );
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delta.z = max( max( t.r, t.g ), t.b );
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vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
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t = abs( C - Ctoptop );
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delta.w = max( max( t.r, t.g ), t.b );
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// Calculate the final maximum delta:
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maxDelta = max( max( maxDelta, delta.z ), delta.w );
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// Local contrast adaptation in action:
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edges.xy *= step( 0.5 * maxDelta, delta.xy );
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return vec4( edges, 0.0, 0.0 );
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}
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void main() {
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gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
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}`
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};
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const SMAAWeightsShader = {
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name: 'SMAAWeightsShader',
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defines: {
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'SMAA_MAX_SEARCH_STEPS': '8',
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'SMAA_AREATEX_MAX_DISTANCE': '16',
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'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
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'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
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},
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uniforms: {
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'tDiffuse': { value: null },
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'tArea': { value: null },
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'tSearch': { value: null },
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'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: /* glsl */`
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[ 3 ];
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varying vec2 vPixcoord;
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void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
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vPixcoord = texcoord / resolution;
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
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vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
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// And these for the searches, they indicate the ends of the loops:
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vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
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}
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void main() {
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vUv = uv;
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SMAABlendingWeightCalculationVS( vUv );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
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uniform sampler2D tDiffuse;
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uniform sampler2D tArea;
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uniform sampler2D tSearch;
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[3];
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varying vec2 vPixcoord;
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#if __VERSION__ == 100
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vec2 round( vec2 x ) {
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return sign( x ) * floor( abs( x ) + 0.5 );
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}
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#endif
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float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
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// Not required if searchTex accesses are set to point:
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// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
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// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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e.r = bias + e.r * scale;
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return 255.0 * texture2D( searchTex, e, 0.0 ).r;
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}
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float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2( 0.0, 1.0 );
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for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
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e = texture2D( edgesTex, texcoord, 0.0 ).rg;
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texcoord -= vec2( 2.0, 0.0 ) * resolution;
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if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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texcoord.x += 0.25 * resolution.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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texcoord.x += resolution.x;
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// Disambiguate the length added by the last step:
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texcoord.x += 2.0 * resolution.x; // Undo last step
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texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
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return texcoord.x;
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}
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float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
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vec2 e = vec2( 0.0, 1.0 );
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for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
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e = texture2D( edgesTex, texcoord, 0.0 ).rg;
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texcoord += vec2( 2.0, 0.0 ) * resolution;
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if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
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}
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texcoord.x -= 0.25 * resolution.x;
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texcoord.x -= resolution.x;
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texcoord.x -= 2.0 * resolution.x;
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texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
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return texcoord.x;
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}
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float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
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vec2 e = vec2( 1.0, 0.0 );
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for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
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e = texture2D( edgesTex, texcoord, 0.0 ).rg;
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texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
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if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
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}
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texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
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texcoord.y -= resolution.y; // WebGL port note: Changed sign
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texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
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texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
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return texcoord.y;
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}
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float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
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vec2 e = vec2( 1.0, 0.0 );
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for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
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e = texture2D( edgesTex, texcoord, 0.0 ).rg;
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texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
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if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
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}
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texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
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texcoord.y += resolution.y; // WebGL port note: Changed sign
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texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
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texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
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return texcoord.y;
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}
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vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return texture2D( areaTex, texcoord, 0.0 ).rg;
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}
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vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
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vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
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vec2 e = texture2D( edgesTex, texcoord ).rg;
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if ( e.g > 0.0 ) { // Edge at north
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vec2 d;
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// Find the distance to the left:
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vec2 coords;
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coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
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coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
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d.x = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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// discern what value each edge has:
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float e1 = texture2D( edgesTex, coords, 0.0 ).r;
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// Find the distance to the right:
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coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
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d.y = coords.x;
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// We want the distances to be in pixel units (doing this here allow to
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// better interleave arithmetic and memory accesses):
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d = d / resolution.x - pixcoord.x;
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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vec2 sqrt_d = sqrt( abs( d ) );
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// Fetch the right crossing edges:
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coords.y -= 1.0 * resolution.y; // WebGL port note: Added
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float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
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}
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if ( e.r > 0.0 ) { // Edge at west
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vec2 d;
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// Find the distance to the top:
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vec2 coords;
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coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
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coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
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d.x = coords.y;
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// Fetch the top crossing edges:
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float e1 = texture2D( edgesTex, coords, 0.0 ).g;
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// Find the distance to the bottom:
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coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
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d.y = coords.y;
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// We want the distances to be in pixel units:
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d = d / resolution.y - pixcoord.y;
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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vec2 sqrt_d = sqrt( abs( d ) );
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// Fetch the bottom crossing edges:
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coords.y -= 1.0 * resolution.y; // WebGL port note: Added
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float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
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// Get the area for this direction:
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weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
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}
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return weights;
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}
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void main() {
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gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
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}`
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};
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const SMAABlendShader = {
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name: 'SMAABlendShader',
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uniforms: {
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'tDiffuse': { value: null },
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'tColor': { value: null },
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'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: /* glsl */`
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[ 2 ];
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void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
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vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
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vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
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}
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void main() {
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vUv = uv;
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SMAANeighborhoodBlendingVS( vUv );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform sampler2D tColor;
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[ 2 ];
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vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
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// Fetch the blending weights for current pixel:
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vec4 a;
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a.xz = texture2D( blendTex, texcoord ).xz;
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a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
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a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
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// Is there any blending weight with a value greater than 0.0?
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if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
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return texture2D( colorTex, texcoord, 0.0 );
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} else {
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// Up to 4 lines can be crossing a pixel (one through each edge). We
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// favor blending by choosing the line with the maximum weight for each
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// direction:
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vec2 offset;
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offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
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offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
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// Then we go in the direction that has the maximum weight:
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if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
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offset.y = 0.0;
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} else {
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offset.x = 0.0;
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}
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// Fetch the opposite color and lerp by hand:
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vec4 C = texture2D( colorTex, texcoord, 0.0 );
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texcoord += sign( offset ) * resolution;
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vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
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float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
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// WebGL port note: Added gamma correction
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C.xyz = pow(C.xyz, vec3(2.2));
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Cop.xyz = pow(Cop.xyz, vec3(2.2));
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vec4 mixed = mix(C, Cop, s);
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mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
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return mixed;
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}
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}
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void main() {
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gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
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}`
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};
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export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };
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