| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 |
- $input v_texcoord0
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #include "../common/common.sh"
- #include "parameters.sh"
- #include "normal_encoding.sh"
- #include "shared_functions.sh"
- SAMPLER2D(s_color, 0);
- SAMPLER2D(s_normal, 1);
- SAMPLER2D(s_velocity, 2);
- SAMPLER2D(s_previousColor, 3); // previous color
- SAMPLER2D(s_previousNormal, 4); // previous normal
- #define COS_PI_OVER_4 0.70710678118
- void main()
- {
- vec2 texCoord = v_texcoord0;
- // read center pixel
- vec4 color = texture2D(s_color, texCoord);
- vec3 normal = NormalDecode(texture2D(s_normal, texCoord).xyz);
- // offset to last pixel
- vec2 velocity = texture2D(s_velocity, texCoord).xy;
- vec2 texCoordPrev = GetTexCoordPreviousNoJitter(texCoord, velocity);
- // SVGF approach suggests sampling and test/rejecting 4 contributing
- // samples individually and then doing custom bilinear filter of result
- // multiply texCoordPrev by dimensions to get nearest pixels, produces (X.5, Y.5) coordinate
- // under no motion, so subtract half here to get correct weights for bilinear filter.
- // not thrilled by this, feels like something is wrong.
- vec2 screenPixelPrev = texCoordPrev * u_viewRect.zw - vec2_splat(0.5);
- vec2 screenPixelMin = floor(screenPixelPrev);
- vec2 screenPixelMix = fract(screenPixelPrev);
- float x0 = 1.0 - screenPixelMix.x;
- float x1 = screenPixelMix.x;
- float y0 = 1.0 - screenPixelMix.y;
- float y1 = screenPixelMix.y;
- float coordWeights[4];
- coordWeights[0] = x0*y0;
- coordWeights[1] = x1*y0;
- coordWeights[2] = x0*y1;
- coordWeights[3] = x1*y1;
- // adding a half texel here to correct the modification above, in addition to pixel offset
- // to grab adjacent pixels for bilinear filter. not thrilled by this, feels like something is wrong.
- vec2 coords[4];
- coords[0] = (screenPixelMin + vec2(0.5, 0.5)) * u_viewTexel.xy;
- coords[1] = (screenPixelMin + vec2(1.5, 0.5)) * u_viewTexel.xy;
- coords[2] = (screenPixelMin + vec2(0.5, 1.5)) * u_viewTexel.xy;
- coords[3] = (screenPixelMin + vec2(1.5, 1.5)) * u_viewTexel.xy;
- // SVGF paper mentions comparing depths and normals to establish
- // whether samples are similar enough to contribute, but does not
- // describe how. References the following paper, which uses threshold
- // of cos(PI/4) to accept/reject.
- // https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html
- // this paper also discusses using depth derivatives to estimate overlapping depth range
- vec4 accumulatedColor = vec4_splat(0.0);
- float accumulatedWeight = 0.0;
- for (int i = 0; i < 4; ++i)
- {
- vec3 sampleNormal = NormalDecode(texture2D(s_previousNormal, coords[i]).xyz);
- float normalSimilarity = dot(normal, sampleNormal);
- float weight = (normalSimilarity < COS_PI_OVER_4) ? 0.0 : 1.0;
- vec4 sampleColor = texture2D(s_previousColor, coords[i]);
- weight *= coordWeights[i];
- accumulatedColor += sampleColor * weight;
- accumulatedWeight += weight;
- }
- if (0.0 < accumulatedWeight)
- {
- accumulatedColor *= (1.0 / accumulatedWeight);
- color = mix(color, accumulatedColor, 0.8);
- }
- else
- {
- // debug colorize
- //color.xyz *= vec3(0.5, 0.01, 0.65);
- }
- gl_FragColor = color;
- }
|