#[compute] #version 450 #define FLT_MAX 3.402823466e+38 #define FLT_MIN 1.175494351e-38 layout(set = 0, binding = 0) uniform sampler2D color_sampler; layout(set = 0, binding = 1) uniform sampler2D depth_sampler; layout(set = 0, binding = 2) uniform sampler2D velocity_sampler; layout(set = 0, binding = 3) uniform sampler2D neighbor_max; layout(set = 0, binding = 4) uniform sampler2D tile_variance; layout(rgba16f, set = 0, binding = 5) uniform writeonly image2D output_color; layout(rgba16f, set = 0, binding = 6) uniform image2D debug_1_image; layout(rgba16f, set = 0, binding = 7) uniform image2D debug_2_image; layout(push_constant, std430) uniform Params { float minimum_user_threshold; float importance_bias; float maximum_jitter_value; float nan8; int tile_size; int sample_count; int frame; int nan4; } params; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; // McGuire's functions https://docs.google.com/document/d/1IIlAKTj-O01hcXEdGxTErQbCHO9iBmRx6oFUy_Jm0fI/edit // ---------------------------------------------------------- float soft_depth_compare(float depth_X, float depth_Y, float sze) { return clamp(1 - (depth_X - depth_Y) / sze, 0, 1); } float cone(float T, float v) { return clamp(1 - abs(T) / v, 0, 1); } float cylinder(float T, float v) { return 1.0 - smoothstep(0.95 * v, 1.05 * v, abs(T)); } // ---------------------------------------------------------- // Guertin's functions https://research.nvidia.com/sites/default/files/pubs/2013-11_A-Fast-and/Guertin2013MotionBlur-small.pdf // ---------------------------------------------------------- float z_compare(float a, float b) { return clamp(1. - (a - b) / min(a, b), 0, 1); } // ---------------------------------------------------------- // from https://www.shadertoy.com/view/ftKfzc // ---------------------------------------------------------- float interleaved_gradient_noise(vec2 uv, int FrameId){ uv += float(FrameId) * (vec2(47, 17) * 0.695); vec3 magic = vec3( 0.06711056, 0.00583715, 52.9829189 ); return fract(magic.z * fract(dot(uv, magic.xy))); } // ---------------------------------------------------------- vec2 sample_random_offset(vec2 uv, float j) { return vec2(0); } void main() { ivec2 render_size = ivec2(textureSize(color_sampler, 0)); ivec2 tile_render_size = ivec2(textureSize(neighbor_max, 0)); ivec2 uvi = ivec2(gl_GlobalInvocationID.xy); if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y)) { return; } vec2 x = (vec2(uvi) + vec2(0.5)) / vec2(render_size); float j = interleaved_gradient_noise(uvi, params.frame) * 2. - 1.; vec2 vn = textureLod(neighbor_max, x, 0.0).xy * render_size / 2; float vn_length = max(0.5, length(vn)); vec4 base_color = textureLod(color_sampler, x, 0.0); if(vn_length <= 0.5) { imageStore(output_color, uvi, base_color); imageStore(debug_1_image, uvi, base_color); imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1)); return; } vec2 wn = normalize(vn); vec2 vx = textureLod(velocity_sampler, x, 0.0).xy * render_size / 2; float vx_length = max(0.5, length(vx)); vec2 wp = vec2(-wn.y, wn.x); if(dot(wp, vx) < 0) { wp = -wp; } vec2 wc = normalize(mix(wp, normalize(vx), (vx_length - 0.5) / params.minimum_user_threshold)); float zx = -0.05 / textureLod(depth_sampler, x, 0.0).x; float weight = params.sample_count / (params.importance_bias * vx_length); vec4 sum = base_color * weight; for(int i = 0; i < params.sample_count; i++) { float t = mix(-1.0, 1.0, (i + j * params.maximum_jitter_value + 1.0) / (params.sample_count + 1.0)); vec2 d = ((i % 2) > 0) ? vx : vn; float T = t * vn_length; vec2 y = x + t * d / render_size; vec2 vy = textureLod(velocity_sampler, y, 0.0).xy * render_size / 2; float vy_length = max(0.5, length(vy)); float zy = -0.05 / textureLod(depth_sampler, y, 0.0).x; float f = z_compare(zx, zy); float b = z_compare(zy, zx); float wa = dot(wc, d); float wb = dot(normalize(vy), d); float ay = f * cone(T, 1. / vy_length) * max(FLT_MIN, abs(wb)) + b * cone(T, 1. / vx_length) * max(FLT_MIN, abs(wa)) + cylinder(T, min(vx_length, vy_length)) * 2 * max(FLT_MIN, max(abs(wa), abs(wb))); weight += abs(ay); sum += ay * textureLod(color_sampler, y, 0.0); } sum /= weight; imageStore(output_color, uvi, sum); imageStore(debug_1_image, uvi, sum); imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1)); }