vs_denoise_gbuffer.sc 1.4 KB

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  1. $input a_position, a_normal, a_texcoord0
  2. $output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3
  3. /*
  4. * Copyright 2021 elven cache. All rights reserved.
  5. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  6. */
  7. #include "../common/common.sh"
  8. #include "parameters.sh"
  9. void main()
  10. {
  11. // Calculate vertex position
  12. vec3 pos = a_position.xyz;
  13. gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
  14. // Calculate previous frame's position
  15. mat4 worldToViewPrev = mat4(
  16. u_worldToViewPrev0,
  17. u_worldToViewPrev1,
  18. u_worldToViewPrev2,
  19. u_worldToViewPrev3
  20. );
  21. mat4 viewToProjPrev = mat4(
  22. u_viewToProjPrev0,
  23. u_viewToProjPrev1,
  24. u_viewToProjPrev2,
  25. u_viewToProjPrev3
  26. );
  27. vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
  28. vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz;
  29. vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0));
  30. // Calculate normal, unpack
  31. vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
  32. // Transform normal into world space
  33. vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
  34. v_normal.xyz = normalize(wsNormal);
  35. v_texcoord0 = a_texcoord0;
  36. // Store previous frame projection space position in extra texCoord attribute
  37. v_texcoord1 = pspPos;
  38. // Store world space view vector in extra texCoord attribute
  39. vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
  40. vec3 view = normalize(wsCamPos - wsPos);
  41. v_texcoord2 = vec4(wsPos, 1.0);
  42. v_texcoord3 = vec4(wsCamPos, 1.0);
  43. }