import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu'; import { Fn, float, vec2, vec3, vec4, ivec2, int, uv, floor, fract, abs, max, min, clamp, saturate, sqrt, select, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl'; const _quadMesh = /*@__PURE__*/ new QuadMesh(); const _size = /*@__PURE__*/ new Vector2(); let _rendererState; /** * Post processing node for applying AMD FidelityFX Super Resolution 1 (FSR 1). * * Combines two passes: * - **EASU** (Edge-Adaptive Spatial Upsampling): Uses 12 texture samples in a cross pattern * to detect local edge direction, then shapes an approximate Lanczos2 kernel into an * ellipse aligned with the detected edge. * - **RCAS** (Robust Contrast-Adaptive Sharpening): Uses a 5-tap cross pattern to apply * contrast-aware sharpening that is automatically limited per-pixel to avoid artifacts. * * Note: Only use FSR 1 if your application is fragment-shader bound and cannot afford to render * at full resolution. FSR 1 adds its own overhead, so simply shaded scenes will render faster * at native resolution without it. Besides, FSR 1 should always be used with an anti-aliased * source image. * * Reference: {@link https://gpuopen.com/fidelityfx-superresolution/}. * * @augments TempNode * @three_import import { fsr1 } from 'three/addons/tsl/display/fsr1/FSR1Node.js'; */ class FSR1Node extends TempNode { static get type() { return 'FSR1Node'; } /** * Constructs a new FSR 1 node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum sharpening, 2 = no sharpening. * @param {Node} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas. */ constructor( textureNode, sharpness = 0.2, denoise = false ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * RCAS sharpening strength. 0 = maximum, 2 = none. * * @type {Node} */ this.sharpness = nodeObject( sharpness ); /** * Whether to attenuate RCAS sharpening in noisy areas. * * @type {Node} */ this.denoise = nodeObject( denoise ); /** * The render target for the EASU upscale pass. * * @private * @type {RenderTarget} */ this._easuRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } ); this._easuRT.texture.name = 'FSR1Node.easu'; /** * The render target for the RCAS sharpen pass. * * @private * @type {RenderTarget} */ this._rcasRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } ); this._rcasRT.texture.name = 'FSR1Node.rcas'; /** * The result of the effect as a texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._rcasRT.texture ); /** * The material for the EASU pass. * * @private * @type {?NodeMaterial} */ this._easuMaterial = null; /** * The material for the RCAS pass. * * @private * @type {?NodeMaterial} */ this._rcasMaterial = null; /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders * its effect once per frame in `updateBefore()`. * * @type {string} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; } /** * Sets the output size of the effect. * * @param {number} width - The width in pixels. * @param {number} height - The height in pixels. */ setSize( width, height ) { this._easuRT.setSize( width, height ); this._rcasRT.setSize( width, height ); } /** * This method is used to render the effect once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( frame ) { const { renderer } = frame; _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); // renderer.getDrawingBufferSize( _size ); this.setSize( _size.x, _size.y ); // EASU pass renderer.setRenderTarget( this._easuRT ); _quadMesh.material = this._easuMaterial; _quadMesh.name = 'FSR1 [ EASU Pass ]'; _quadMesh.render( renderer ); // RCAS pass renderer.setRenderTarget( this._rcasRT ); _quadMesh.material = this._rcasMaterial; _quadMesh.name = 'FSR1 [ RCAS Pass ]'; _quadMesh.render( renderer ); // RendererUtils.restoreRendererState( renderer, _rendererState ); } /** * Returns the result of the effect as a texture node. * * @return {PassTextureNode} A texture node that represents the result of the effect. */ getTextureNode() { return this._textureNode; } /** * This method is used to setup the effect's TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {PassTextureNode} */ setup( builder ) { const textureNode = this.textureNode; const inputTex = textureNode.value; // Note on performance: Compared to the orginal FSR1 code, texture sampling does // not make use of textureGather() yet. This is only available with WebGPU so the // WebGL 2 backend needs a fallback. Besides, in WebGPU and WebGL 2 we also // can't make use of packed math (e.g. FP16) which would considerably lower // the arithmetic costs (e.g. two 16-bit ops in parallel). // Accumulate edge direction and length for one bilinear quadrant. const _accumulateEdge = ( dir, len, w, aL, bL, cL, dL, eL ) => { const dc = dL.sub( cL ).toConst(); const cb = cL.sub( bL ).toConst(); const dirX = dL.sub( bL ).toConst(); const lenX = max( abs( dc ), abs( cb ) ).toConst(); const sLenX = saturate( abs( dirX ).div( max( lenX, float( 1.0 / 65536.0 ) ) ) ).toConst(); dir.x.addAssign( dirX.mul( w ) ); len.addAssign( sLenX.mul( sLenX ).mul( w ) ); const ec = eL.sub( cL ).toConst(); const ca = cL.sub( aL ).toConst(); const dirY = eL.sub( aL ).toConst(); const lenY = max( abs( ec ), abs( ca ) ).toConst(); const sLenY = saturate( abs( dirY ).div( max( lenY, float( 1.0 / 65536.0 ) ) ) ).toConst(); dir.y.addAssign( dirY.mul( w ) ); len.addAssign( sLenY.mul( sLenY ).mul( w ) ); }; // Compute an approximate Lanczos2 tap weight and accumulate. const _accumulateTap = ( aC, aW, offset, dir, len2, lob, clp, color ) => { const vx = offset.x.mul( dir.x ).add( offset.y.mul( dir.y ) ).toConst(); const vy = offset.x.mul( dir.y ).negate().add( offset.y.mul( dir.x ) ).toConst(); const sx = vx.mul( len2.x ).toConst(); const sy = vy.mul( len2.y ).toConst(); const d2 = min( sx.mul( sx ).add( sy.mul( sy ) ), clp ).toConst(); const wB = d2.mul( 2.0 / 5.0 ).sub( 1.0 ).toConst(); const wA = d2.mul( lob ).sub( 1.0 ).toConst(); const w = wB.mul( wB ).mul( 25.0 / 16.0 ).sub( 25.0 / 16.0 - 1.0 ).mul( wA.mul( wA ) ).toConst(); aC.addAssign( color.mul( w ) ); aW.addAssign( w ); }; // EASU pass: edge-adaptive spatial upsampling. const easu = Fn( () => { const targetUV = uv(); const texSize = vec2( textureSize( textureNode ) ); const pp = targetUV.mul( texSize ).sub( 0.5 ).toConst(); const fp = floor( pp ).toConst(); const f = fract( pp ).toConst(); // Fetch exact texel values at integer coordinates (no filtering). const ifp = ivec2( int( fp.x ), int( fp.y ) ).toConst(); const tap = ( dx, dy ) => textureLoad( inputTex, ifp.add( ivec2( dx, dy ) ) ); // 12-tap cross pattern: // b c // e f g h // i j k l // n o const sB = tap( 0, - 1 ), sC = tap( 1, - 1 ); const sE = tap( - 1, 0 ), sF = tap( 0, 0 ), sG = tap( 1, 0 ), sH = tap( 2, 0 ); const sI = tap( - 1, 1 ), sJ = tap( 0, 1 ), sK = tap( 1, 1 ), sL = tap( 2, 1 ); const sN = tap( 0, 2 ), sO = tap( 1, 2 ); // Approximate luminance for edge detection. const luma = ( s ) => s.r.mul( 0.5 ).add( s.g ).add( s.b.mul( 0.5 ) ); const bL = luma( sB ), cL = luma( sC ); const eL = luma( sE ), fL = luma( sF ), gL = luma( sG ), hL = luma( sH ); const iL = luma( sI ), jL = luma( sJ ), kL = luma( sK ), lL = luma( sL ); const nL = luma( sN ), oL = luma( sO ); // Accumulate edge direction and length from 4 bilinear quadrants. const dir = vec2( 0 ).toVar(); const len = float( 0 ).toVar(); const w0 = float( 1 ).sub( f.x ).mul( float( 1 ).sub( f.y ) ).toConst(); const w1 = f.x.mul( float( 1 ).sub( f.y ) ).toConst(); const w2 = float( 1 ).sub( f.x ).mul( f.y ).toConst(); const w3 = f.x.mul( f.y ).toConst(); _accumulateEdge( dir, len, w0, bL, eL, fL, gL, jL ); _accumulateEdge( dir, len, w1, cL, fL, gL, hL, kL ); _accumulateEdge( dir, len, w2, fL, iL, jL, kL, nL ); _accumulateEdge( dir, len, w3, gL, jL, kL, lL, oL ); // Normalize direction, defaulting to (1, 0) when gradient is negligible. const dirSq = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).toConst(); const zro = dirSq.lessThan( 1.0 / 32768.0 ).toConst(); const rDirLen = float( 1.0 ).div( sqrt( max( dirSq, float( 1.0 / 32768.0 ) ) ) ).toConst(); dir.x.assign( select( zro, float( 1.0 ), dir.x ) ); dir.mulAssign( select( zro, float( 1.0 ), rDirLen ) ); // Shape the kernel based on edge strength. len.assign( len.mul( 0.5 ) ); len.mulAssign( len ); // Stretch factor: 1.0 for axis-aligned edges, sqrt(2) on diagonals. const stretch = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).div( max( abs( dir.x ), abs( dir.y ) ) ).toConst(); // Anisotropic lengths: x stretches along edge, y shrinks perpendicular. const len2 = vec2( float( 1.0 ).add( stretch.sub( 1.0 ).mul( len ) ), float( 1.0 ).sub( len.mul( 0.5 ) ) ).toConst(); // Negative lobe: strong on flat areas (0.5), reduced on edges (0.21). const lob = float( 0.5 ).add( float( 1.0 / 4.0 - 0.04 - 0.5 ).mul( len ) ).toConst(); const clp = float( 1.0 ).div( lob ).toConst(); // Accumulate weighted taps. const aC = vec4( 0 ).toVar(); const aW = float( 0 ).toVar(); _accumulateTap( aC, aW, vec2( 0, - 1 ).sub( f ), dir, len2, lob, clp, sB ); _accumulateTap( aC, aW, vec2( 1, - 1 ).sub( f ), dir, len2, lob, clp, sC ); _accumulateTap( aC, aW, vec2( - 1, 0 ).sub( f ), dir, len2, lob, clp, sE ); _accumulateTap( aC, aW, vec2( 0, 0 ).sub( f ), dir, len2, lob, clp, sF ); _accumulateTap( aC, aW, vec2( 1, 0 ).sub( f ), dir, len2, lob, clp, sG ); _accumulateTap( aC, aW, vec2( 2, 0 ).sub( f ), dir, len2, lob, clp, sH ); _accumulateTap( aC, aW, vec2( - 1, 1 ).sub( f ), dir, len2, lob, clp, sI ); _accumulateTap( aC, aW, vec2( 0, 1 ).sub( f ), dir, len2, lob, clp, sJ ); _accumulateTap( aC, aW, vec2( 1, 1 ).sub( f ), dir, len2, lob, clp, sK ); _accumulateTap( aC, aW, vec2( 2, 1 ).sub( f ), dir, len2, lob, clp, sL ); _accumulateTap( aC, aW, vec2( 0, 2 ).sub( f ), dir, len2, lob, clp, sN ); _accumulateTap( aC, aW, vec2( 1, 2 ).sub( f ), dir, len2, lob, clp, sO ); // Normalize. aC.divAssign( aW ); // Anti-ringing: clamp to min/max of the 4 nearest samples (f, g, j, k). const min4 = min( min( sF, sG ), min( sJ, sK ) ).toConst(); const max4 = max( max( sF, sG ), max( sJ, sK ) ).toConst(); return clamp( aC, min4, max4 ); } ); // RCAS pass: robust contrast-adaptive sharpening. const easuTex = this._easuRT.texture; const rcas = Fn( () => { const targetUV = uv(); const texSize = vec2( textureSize( textureLoad( easuTex ) ) ); const p = ivec2( int( floor( targetUV.x.mul( texSize.x ) ) ), int( floor( targetUV.y.mul( texSize.y ) ) ) ).toConst(); const e = textureLoad( easuTex, p ); const b = textureLoad( easuTex, p.add( ivec2( 0, - 1 ) ) ); const d = textureLoad( easuTex, p.add( ivec2( - 1, 0 ) ) ); const f = textureLoad( easuTex, p.add( ivec2( 1, 0 ) ) ); const h = textureLoad( easuTex, p.add( ivec2( 0, 1 ) ) ); // Approximate luminance (luma times 2). const luma = ( s ) => s.g.add( s.b.add( s.r ).mul( 0.5 ) ); const bL = luma( b ); const dL = luma( d ); const eL = luma( e ); const fL = luma( f ); const hL = luma( h ); // Sharpening amount from user parameter. const con = exp2( this.sharpness.negate() ).toConst(); // Min and max of ring. const mn4 = min( min( b.rgb, d.rgb ), min( f.rgb, h.rgb ) ).toConst(); const mx4 = max( max( b.rgb, d.rgb ), max( f.rgb, h.rgb ) ).toConst(); // Compute adaptive lobe weight. // Limiters based on how much sharpening the local contrast can tolerate. const RCAS_LIMIT = float( 0.25 - 1.0 / 16.0 ).toConst(); const hitMin = min( mn4, e.rgb ).div( mx4.mul( 4.0 ) ).toConst(); const hitMax = vec3( 1.0 ).sub( max( mx4, e.rgb ) ).div( mn4.mul( 4.0 ).sub( 4.0 ) ).toConst(); const lobeRGB = max( hitMin.negate(), hitMax ).toConst(); const lobe = max( RCAS_LIMIT.negate(), min( max( lobeRGB.r, max( lobeRGB.g, lobeRGB.b ) ), float( 0.0 ) ) ).mul( con ).toConst(); // Noise attenuation. const nz = bL.add( dL ).add( fL ).add( hL ).mul( 0.25 ).sub( eL ).toConst(); const nzRange = max( max( bL, dL ), max( eL, max( fL, hL ) ) ).sub( min( min( bL, dL ), min( eL, min( fL, hL ) ) ) ).toConst(); const nzFactor = float( 1.0 ).sub( abs( nz ).div( max( nzRange, float( 1.0 / 65536.0 ) ) ).saturate().mul( 0.5 ) ).toConst(); const effectiveLobe = this.denoise.equal( true ).select( lobe.mul( nzFactor ), lobe ).toConst(); // Resolve: weighted blend of cross neighbors and center. const result = b.rgb.add( d.rgb ).add( f.rgb ).add( h.rgb ).mul( effectiveLobe ).add( e.rgb ) .div( effectiveLobe.mul( 4.0 ).add( 1.0 ) ).toConst(); return vec4( result, e.a ); } ); // const context = builder.getSharedContext(); const easuMaterial = this._easuMaterial || ( this._easuMaterial = new NodeMaterial() ); easuMaterial.fragmentNode = easu().context( context ); easuMaterial.name = 'FSR1_EASU'; easuMaterial.needsUpdate = true; const rcasMaterial = this._rcasMaterial || ( this._rcasMaterial = new NodeMaterial() ); rcasMaterial.fragmentNode = rcas().context( context ); rcasMaterial.name = 'FSR1_RCAS'; rcasMaterial.needsUpdate = true; // const properties = builder.getNodeProperties( this ); properties.textureNode = textureNode; // return this._textureNode; } /** * Frees internal resources. This method should be called * when the effect is no longer required. */ dispose() { this._easuRT.dispose(); this._rcasRT.dispose(); if ( this._easuMaterial !== null ) this._easuMaterial.dispose(); if ( this._rcasMaterial !== null ) this._rcasMaterial.dispose(); } } export default FSR1Node; /** * TSL function for creating an FSR 1 node for post processing. * * @tsl * @function * @param {Node} node - The node that represents the input of the effect. * @param {(number|Node)} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum, 2 = none. * @param {(boolean|Node)} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas. * @returns {FSR1Node} */ export const fsr1 = ( node, sharpness, denoise ) => new FSR1Node( convertToTexture( node ), sharpness, denoise );