// All material copyright Esri, All Rights Reserved, unless otherwise specified. // See https://js.arcgis.com/4.30/esri/copyright.txt for details. //>>built define(["exports","../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl","../views/3d/webgl-engine/core/shaderModules/interfaces","../views/3d/webgl-engine/core/shaderModules/ShaderBuilder","../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform"],function(c,f,b,g,h){function d(){const a=new g.ShaderBuilder;a.include(f.ScreenSpacePass);a.fragment.uniforms.add(new h.Texture2DPassUniform("colorTexture",k=>k.color));a.outputs.add("fragEdges","vec2");a.fragment.code.add(b.glsl` float absMax3(vec3 v) { vec3 t = abs(v); return max(max(t.r, t.g), t.b); } void main() { vec2 resolution = 1.0 / vec2(textureSize(colorTexture, 0)); vec4 offsets[3]; offsets[0] = vec4(uv.x - resolution.x, uv.y, uv.x, uv.y + resolution.y); offsets[1] = vec4(uv.x + resolution.x, uv.y, uv.x, uv.y - resolution.y); offsets[2] = vec4(uv.x - 2.0 * resolution.x, uv.y, uv.x, uv.y + 2.0 * resolution.y); // Calculate color deltas: vec4 delta; vec3 C = texture(colorTexture, uv).rgb; vec3 Cleft = texture(colorTexture, offsets[0].xy).rgb; delta.x = absMax3(C - Cleft); vec3 Ctop = texture(colorTexture, offsets[0].zw).rgb; delta.y = absMax3(C - Ctop); vec2 edges = step(vec2(${b.glsl.float(e.threshold)}), delta.xy); // discard if there is no edge: if (dot(edges, vec2(1.0)) == 0.0) { discard; } // Calculate right and bottom deltas: vec3 Cright = texture(colorTexture, offsets[1].xy).rgb; delta.z = absMax3(C - Cright); vec3 Cbottom = texture(colorTexture, offsets[1].zw).rgb; delta.w = absMax3(C - Cbottom); // Calculate the maximum delta in the direct neighborhood: float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w); // Calculate left-left and top-top deltas: vec3 Cleftleft = texture(colorTexture, offsets[2].xy).rgb; delta.z = absMax3(C - Cleftleft); vec3 Ctoptop = texture(colorTexture, offsets[2].zw).rgb; delta.w = absMax3(C - Ctoptop); // Calculate the final maximum delta: maxDelta = max(max(maxDelta, delta.z), delta.w); // Local contrast adaptation in action: edges *= step(maxDelta, float(${b.glsl.float(e.localConstrastAdaption)}) * delta.xy); fragEdges = edges; } `);return a}const e={threshold:.05,localConstrastAdaption:2},l=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));c.EdgeDetect=l;c.build=d});