{ "__type__": "cc.EffectAsset", "_name": "pipeline/smaa", "_objFlags": 0, "__editorExtras__": {}, "_native": "", "techniques": [ { "name": "smaa", "passes": [ { "program": "pipeline/smaa|smaa-edge-vs:vert|smaa-edge-fs:frag", "depthStencilState": { "depthTest": false, "depthWrite": false }, "properties": { "u_texSampler": { "type": 28, "samplerHash": 650 } } }, { "program": "pipeline/smaa|smaa-blend-vs:vert|smaa-blend-fs:frag", "depthStencilState": { "depthTest": false, "depthWrite": false }, "properties": { "u_edgeTexSampler": { "type": 28, "samplerHash": 650 }, "u_areaTexSampler": { "type": 28, "samplerHash": 650 }, "u_searchTexSampler": { "type": 28, "samplerHash": 645 } } } ] } ], "shaders": [ { "blocks": [], "samplerTextures": [ { "name": "u_texSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 0 } ], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [], "attributes": [ { "name": "a_position", "defines": [], "format": 21, "location": 0 }, { "name": "a_texCoord", "defines": [], "format": 21, "location": 1 } ], "varyings": [ { "name": "v_uv", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 0 }, { "name": "v_offsets", "type": 16, "count": 3, "defines": [], "stageFlags": 17, "location": 1 } ], "fragColors": [ { "name": "cc_FragColor", "typename": "vec4", "type": 16, "count": 1, "defines": [], "stageFlags": 16, "location": 0 } ], "descriptors": [ { "rate": 0, "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 1, "blocks": [], "samplerTextures": [ { "name": "u_texSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 0 } ], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 2, "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 3, "blocks": [ { "tags": { "builtin": "global" }, "name": "CCGlobal", "members": [ { "name": "cc_time", "typename": "vec4", "type": 16, "count": 1, "precision": "highp " }, { "name": "cc_screenSize", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_nativeSize", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_probeInfo", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_debug_view_mode", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " } ], "defines": [], "stageFlags": 17 }, { "tags": { "builtin": "global" }, "name": "CCCamera", "members": [ { "name": "cc_matView", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matProj", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matProjInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewProj", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewProjInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_cameraPos", "typename": "vec4", "type": 16, "count": 1, "precision": "highp " }, { "name": "cc_surfaceTransform", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_screenScale", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_exposure", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_mainLitDir", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_mainLitColor", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_ambientSky", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_ambientGround", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogColor", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogBase", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogAdd", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_nearFar", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_viewPort", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " } ], "defines": [], "stageFlags": 17 } ], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] } ], "hash": 2940525674, "glsl4": { "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_offsets[3];\nlayout(set = 1, binding = 0) uniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl3": { "vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nout vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nin vec2 v_uv;\nin vec4 v_offsets[3];\nuniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_screenScale;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nuniform mediump vec4 cc_exposure;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nuniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture2D(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture2D(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture2D(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture2D(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture2D(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture2D(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture2D(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nvoid main() { gl_FragColor = frag(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] }, { "name": "CCCamera", "defines": [] } ], "samplerTextures": [], "buffers": [], "images": [] }, "locals": { "blocks": [], "samplerTextures": [], "buffers": [], "images": [] }, "statistics": { "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42, "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42 } }, "defines": [ { "name": "CC_USE_DEBUG_VIEW", "type": "number", "defines": [], "range": [ 0, 3 ] }, { "name": "CC_SURFACES_ENABLE_DEBUG_VIEW", "type": "boolean", "defines": [ "CC_USE_DEBUG_VIEW", "CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC" ] }, { "name": "CC_USE_HDR", "type": "boolean", "defines": [] } ], "name": "pipeline/smaa|smaa-edge-vs:vert|smaa-edge-fs:frag" }, { "blocks": [], "samplerTextures": [ { "name": "u_edgeTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 0 }, { "name": "u_areaTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 1 }, { "name": "u_searchTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 2 } ], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [], "attributes": [ { "name": "a_position", "defines": [], "format": 21, "location": 0 }, { "name": "a_texCoord", "defines": [], "format": 21, "location": 1 } ], "varyings": [ { "name": "v_uv", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 0 }, { "name": "v_offsets", "type": 16, "count": 3, "defines": [], "stageFlags": 17, "location": 1 }, { "name": "v_pixCoord", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 2 } ], "fragColors": [ { "name": "cc_FragColor", "typename": "vec4", "type": 16, "count": 1, "defines": [], "stageFlags": 16, "location": 0 } ], "descriptors": [ { "rate": 0, "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 1, "blocks": [], "samplerTextures": [ { "name": "u_edgeTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 0 }, { "name": "u_areaTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 1 }, { "name": "u_searchTexSampler", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 2 } ], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 2, "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] }, { "rate": 3, "blocks": [ { "tags": { "builtin": "global" }, "name": "CCGlobal", "members": [ { "name": "cc_time", "typename": "vec4", "type": 16, "count": 1, "precision": "highp " }, { "name": "cc_screenSize", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_nativeSize", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_probeInfo", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_debug_view_mode", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " } ], "defines": [], "stageFlags": 17 }, { "tags": { "builtin": "global" }, "name": "CCCamera", "members": [ { "name": "cc_matView", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matProj", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matProjInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewProj", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_matViewProjInv", "typename": "mat4", "type": 25, "count": 1, "precision": "highp " }, { "name": "cc_cameraPos", "typename": "vec4", "type": 16, "count": 1, "precision": "highp " }, { "name": "cc_surfaceTransform", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_screenScale", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_exposure", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_mainLitDir", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_mainLitColor", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_ambientSky", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_ambientGround", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogColor", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogBase", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_fogAdd", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_nearFar", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " }, { "name": "cc_viewPort", "typename": "vec4", "type": 16, "count": 1, "precision": "mediump " } ], "defines": [], "stageFlags": 17 } ], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [] } ], "hash": 2216517393, "glsl4": { "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_offsets[3];\nlayout(location = 2) out vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_offsets[3];\nlayout(location = 2) in vec2 v_pixCoord;\nlayout(set = 1, binding = 0) uniform sampler2D u_edgeTexSampler;\nlayout(set = 1, binding = 1) uniform sampler2D u_areaTexSampler;\nlayout(set = 1, binding = 2) uniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl3": { "vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nout vec4 v_offsets[3];\nout vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 v_uv;\nin vec4 v_offsets[3];\nin vec2 v_pixCoord;\nuniform sampler2D u_edgeTexSampler;\nuniform sampler2D u_areaTexSampler;\nuniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_screenScale;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvarying vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvarying vec2 v_pixCoord;\nuniform sampler2D u_edgeTexSampler;\nuniform sampler2D u_areaTexSampler;\nuniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture2D(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture2D(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture2D(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture2D(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture2D(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture2D(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture2D(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nvoid main() { gl_FragColor = frag(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] }, { "name": "CCCamera", "defines": [] } ], "samplerTextures": [], "buffers": [], "images": [] }, "locals": { "blocks": [], "samplerTextures": [], "buffers": [], "images": [] }, "statistics": { "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42, "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42 } }, "defines": [], "name": "pipeline/smaa|smaa-blend-vs:vert|smaa-blend-fs:frag" } ], "combinations": [], "hideInEditor": false }