1import{S as e}from"./Layout.astro_astro_type_script_index_0_lang.D7HFstIc.js";import"./_commonjsHelpers.CqkleIqs.js";const a="fxaaPixelShader",o=`#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE) 2#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l) 3#else 4#define TEXTUREFUNC(s,c,b) texture2D(s,c,b) 5#endif 6uniform sampler2D textureSampler;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const float fxaaQualitySubpix=1.0;const float fxaaQualityEdgeThreshold=0.166;const float fxaaQualityEdgeThresholdMin=0.0833;const vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722); 7#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients) 8void main(){vec2 posM;posM.x=vUV.x;posM.y=vUV.y;vec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);float lumaM=FxaaLuma(rgbyM);float lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));float lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));float lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));float lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));float maxSM=max(lumaS,lumaM);float minSM=min(lumaS,lumaM);float maxESM=max(lumaE,maxSM);float minESM=min(lumaE,minSM);float maxWN=max(lumaN,lumaW);float minWN=min(lumaN,lumaW);float rangeMax=max(maxWN,maxESM);float rangeMin=min(minWN,minESM);float rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;float range=rangeMax-rangeMin;float rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled); 9#ifndef MALI 10if(range<rangeMaxClamped) 11{gl_FragColor=rgbyM;return;} 12#endif 13float lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));float lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));float lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));float lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));float lumaNS=lumaN+lumaS;float lumaWE=lumaW+lumaE;float subpixRcpRange=1.0/range;float subpixNSWE=lumaNS+lumaWE;float edgeHorz1=(-2.0*lumaM)+lumaNS;float edgeVert1=(-2.0*lumaM)+lumaWE;float lumaNESE=lumaNE+lumaSE;float lumaNWNE=lumaNW+lumaNE;float edgeHorz2=(-2.0*lumaE)+lumaNESE;float edgeVert2=(-2.0*lumaN)+lumaNWNE;float lumaNWSW=lumaNW+lumaSW;float lumaSWSE=lumaSW+lumaSE;float edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);float edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);float edgeHorz3=(-2.0*lumaW)+lumaNWSW;float edgeVert3=(-2.0*lumaS)+lumaSWSE;float edgeHorz=abs(edgeHorz3)+edgeHorz4;float edgeVert=abs(edgeVert3)+edgeVert4;float subpixNWSWNESE=lumaNWSW+lumaNESE;float lengthSign=texelSize.x;bool horzSpan=edgeHorz>=edgeVert;float subpixA=subpixNSWE*2.0+subpixNWSWNESE;if (!horzSpan) 14{lumaN=lumaW;} 15if (!horzSpan) 16{lumaS=lumaE;} 17if (horzSpan) 18{lengthSign=texelSize.y;} 19float subpixB=(subpixA*(1.0/12.0))-lumaM;float gradientN=lumaN-lumaM;float gradientS=lumaS-lumaM;float lumaNN=lumaN+lumaM;float lumaSS=lumaS+lumaM;bool pairN=abs(gradientN)>=abs(gradientS);float gradient=max(abs(gradientN),abs(gradientS));if (pairN) 20{lengthSign=-lengthSign;} 21float subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);vec2 posB;posB.x=posM.x;posB.y=posM.y;vec2 offNP;offNP.x=(!horzSpan) ? 0.0 : texelSize.x;offNP.y=(horzSpan) ? 0.0 : texelSize.y;if (!horzSpan) 22{posB.x+=lengthSign*0.5;} 23if (horzSpan) 24{posB.y+=lengthSign*0.5;} 25vec2 posN;posN.x=posB.x-offNP.x*1.5;posN.y=posB.y-offNP.y*1.5;vec2 posP;posP.x=posB.x+offNP.x*1.5;posP.y=posB.y+offNP.y*1.5;float subpixD=((-2.0)*subpixC)+3.0;float lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));float subpixE=subpixC*subpixC;float lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));if (!pairN) 26{lumaNN=lumaSS;} 27float gradientScaled=gradient*1.0/4.0;float lumaMM=lumaM-lumaNN*0.5;float subpixF=subpixD*subpixE;bool lumaMLTZero=lumaMM<0.0;lumaEndN-=lumaNN*0.5;lumaEndP-=lumaNN*0.5;bool doneN=abs(lumaEndN)>=gradientScaled;bool doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) 28{posN.x-=offNP.x*3.0;} 29if (!doneN) 30{posN.y-=offNP.y*3.0;} 31bool doneNP=(!doneN) || (!doneP);if (!doneP) 32{posP.x+=offNP.x*3.0;} 33if (!doneP) 34{posP.y+=offNP.y*3.0;} 35if (doneNP) 36{if (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));if (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));if (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;if (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;doneN=abs(lumaEndN)>=gradientScaled;doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) posN.x-=offNP.x*12.0;if (!doneN) posN.y-=offNP.y*12.0;doneNP=(!doneN) || (!doneP);if (!doneP) posP.x+=offNP.x*12.0;if (!doneP) posP.y+=offNP.y*12.0;} 37float dstN=posM.x-posN.x;float dstP=posP.x-posM.x;if (!horzSpan) 38{dstN=posM.y-posN.y;} 39if (!horzSpan) 40{dstP=posP.y-posM.y;} 41bool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;float spanLength=(dstP+dstN);bool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;float spanLengthRcp=1.0/spanLength;bool directionN=dstN<dstP;float dst=min(dstN,dstP);bool goodSpan=directionN ? goodSpanN : goodSpanP;float subpixG=subpixF*subpixF;float pixelOffset=(dst*(-spanLengthRcp))+0.5;float subpixH=subpixG*fxaaQualitySubpix;float pixelOffsetGood=goodSpan ? pixelOffset : 0.0;float pixelOffsetSubpix=max(pixelOffsetGood,subpixH);if (!horzSpan) 42{posM.x+=pixelOffsetSubpix*lengthSign;} 43if (horzSpan) 44{posM.y+=pixelOffsetSubpix*lengthSign;} 45#ifdef MALI 46if(range<rangeMaxClamped) 47{gl_FragColor=rgbyM;} 48else 49{gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);} 50#else 51gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0); 52#endif 53}`;e.ShadersStore[a]||(e.ShadersStore[a]=o);const m={name:a,shader:o};export{m as fxaaPixelShader};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.