rokojori-action-library-exa.../addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_blur.glsl

137 lines
3.7 KiB
GLSL

#[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 past_color_image;
layout(push_constant, std430) uniform Params
{
float nan5;
float nan6;
float nan7;
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, float multiplier)
{
return clamp(1. + (a - b) * multiplier, 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);
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);
return;
}
vec2 vx = textureLod(velocity_sampler, x, 0.0).xy * render_size / 2;
float zx = -0.05 / textureLod(depth_sampler, x, 0.0).x;
float vx_length = max(0.5, length(vx));
float weight = 1. / vx_length;
vec4 sum = base_color * weight;
float j = interleaved_gradient_noise(uvi, params.frame) - 0.5;
for(int i = 0; i < params.sample_count; i++)
{
if(i == (params.sample_count - 1) / 2)
{
continue;
}
float t = mix(-1, 1, (i + j + 1.0) / (params.sample_count + 1.0));
float T = t * vn_length;
vec2 y = x + (vn / render_size) * t;
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 = soft_depth_compare(zx, zy, 0.01);
float b = soft_depth_compare(zy, zx, 0.01);
float ay = f * cone(T, vy_length) + b * cone(T, vx_length) + cylinder(T, vy_length) * cylinder(T, vx_length) * 2;
weight += ay;
sum += ay * textureLod(color_sampler, y, 0.0);
}
sum /= weight;
imageStore(output_color, uvi, sum);
}