rj-action-library/Runtime/Rendering/CompositorEffects/TemporalSmear/TemporalSmear.glsl

54 lines
1.8 KiB
GLSL

#[compute]
#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16, set = 0, binding = 0)
uniform restrict image2D lastProcessedImage;
layout(rgba16, set = 1, binding = 0)
uniform restrict image2D currentImage;
layout( push_constant, std430 )
uniform Params
{
float amount;
float smearing;
float luma;
float minBrightness;
float saturate;
float blur;
float blurRange;
} params;
void main()
{
ivec2 currentPosition = ivec2( gl_GlobalInvocationID.xy );
vec4 currentPixel = imageLoad( currentImage, currentPosition );
vec4 lastPixel = imageLoad( lastProcessedImage, currentPosition );
int blurOffset = int( params.blurRange );
vec4 top = imageLoad( lastProcessedImage, currentPosition + ivec2( 0, -blurOffset ) );
vec4 left = imageLoad( lastProcessedImage, currentPosition + ivec2( -blurOffset, 0 ) );
vec4 bottom = imageLoad( lastProcessedImage, currentPosition + ivec2( 0, blurOffset ) );
vec4 right = imageLoad( lastProcessedImage, currentPosition + ivec2( blurOffset, 0 ) );
vec4 blurred = ( top + left + bottom + right ) / 4.0;
vec4 blurredLastPixel = mix( lastPixel, blurred, params.blur );
float luminance = min( 1.0, length( vec3( lastPixel.r, lastPixel.g, lastPixel.b ) ) );
float amount = ( luminance - params.minBrightness ) / ( 1.0 - params.minBrightness );
amount = min( max( 0.0, amount * params.saturate ), 1.0 ) * params.smearing;
amount = mix( 1.0, amount, params.luma );
vec4 nextPixel = currentPixel + min( 1.0, amount * params.smearing ) * ( lastPixel - currentPixel );
vec4 nextPixelBlurred = currentPixel + min( 1.0, amount * params.smearing ) * ( blurredLastPixel - currentPixel );
imageStore( currentImage, currentPosition, mix( currentPixel, nextPixelBlurred, params.amount ) );
imageStore( lastProcessedImage, currentPosition, nextPixel );
}