diff options
author | Bastiaan Olij <mux213@gmail.com> | 2022-08-04 18:40:39 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2022-09-01 20:01:45 +1000 |
commit | 2cd84be64da98b093ec248fd061702783adfd8b0 (patch) | |
tree | d32a65b9eb0d1e88537a71abea784315cd959e84 /servers/rendering/renderer_rd/shaders/effects | |
parent | 0c221f0284909a1156a1c98de5104e07c1cce0b9 (diff) |
Extracting render buffers and changing it to a more generic solution
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
3 files changed, 756 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl new file mode 100644 index 0000000000..c8eb78a2f0 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl @@ -0,0 +1,173 @@ +/*************************************************************************/ +/* fsr_upscale.glsl */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define A_GPU +#define A_GLSL + +#ifdef MODE_FSR_UPSCALE_NORMAL + +#define A_HALF + +#endif + +#include "thirdparty/amd-fsr/ffx_a.h" + +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; + +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image; +layout(set = 0, binding = 0) uniform sampler2D source_image; + +#define FSR_UPSCALE_PASS_TYPE_EASU 0 +#define FSR_UPSCALE_PASS_TYPE_RCAS 1 + +layout(push_constant, std430) uniform Params { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; +} +params; + +AU4 Const0, Const1, Const2, Const3; + +#ifdef MODE_FSR_UPSCALE_FALLBACK + +#define FSR_EASU_F +AF4 FsrEasuRF(AF2 p) { + AF4 res = textureGather(source_image, p, 0); + return res; +} +AF4 FsrEasuGF(AF2 p) { + AF4 res = textureGather(source_image, p, 1); + return res; +} +AF4 FsrEasuBF(AF2 p) { + AF4 res = textureGather(source_image, p, 2); + return res; +} + +#define FSR_RCAS_F +AF4 FsrRcasLoadF(ASU2 p) { + return AF4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} + +#else + +#define FSR_EASU_H +AH4 FsrEasuRH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 0)); + return res; +} +AH4 FsrEasuGH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 1)); + return res; +} +AH4 FsrEasuBH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 2)); + return res; +} + +#define FSR_RCAS_H +AH4 FsrRcasLoadH(ASW2 p) { + return AH4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {} + +#endif + +#include "thirdparty/amd-fsr/ffx_fsr1.h" + +void fsr_easu_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_rcas_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_pass(AU2 pos) { + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + fsr_easu_pass(pos); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + fsr_rcas_pass(pos); + } +} + +void main() { + // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + FsrRcasCon(Const0, params.sharpness); + } + + AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); + + fsr_pass(gxy); + gxy.x += 8u; + fsr_pass(gxy); + gxy.y += 8u; + fsr_pass(gxy); + gxy.x -= 8u; + fsr_pass(gxy); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl new file mode 100644 index 0000000000..fb35d3cde6 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl @@ -0,0 +1,189 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#ifdef USE_25_SAMPLES +const int kernel_size = 13; + +const vec2 kernel[kernel_size] = vec2[]( + vec2(0.530605, 0.0), + vec2(0.0211412, 0.0208333), + vec2(0.0402784, 0.0833333), + vec2(0.0493588, 0.1875), + vec2(0.0410172, 0.333333), + vec2(0.0263642, 0.520833), + vec2(0.017924, 0.75), + vec2(0.0128496, 1.02083), + vec2(0.0094389, 1.33333), + vec2(0.00700976, 1.6875), + vec2(0.00500364, 2.08333), + vec2(0.00333804, 2.52083), + vec2(0.000973794, 3.0)); + +const vec4 skin_kernel[kernel_size] = vec4[]( + vec4(0.530605, 0.613514, 0.739601, 0), + vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333), + vec4(0.0402784, 0.0657244, 0.04631, 0.0833333), + vec4(0.0493588, 0.0367726, 0.0219485, 0.1875), + vec4(0.0410172, 0.0199899, 0.0118481, 0.333333), + vec4(0.0263642, 0.0119715, 0.00684598, 0.520833), + vec4(0.017924, 0.00711691, 0.00347194, 0.75), + vec4(0.0128496, 0.00356329, 0.00132016, 1.02083), + vec4(0.0094389, 0.00139119, 0.000416598, 1.33333), + vec4(0.00700976, 0.00049366, 0.000151938, 1.6875), + vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333), + vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083), + vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3)); + +#endif //USE_25_SAMPLES + +#ifdef USE_17_SAMPLES +const int kernel_size = 9; +const vec2 kernel[kernel_size] = vec2[]( + vec2(0.536343, 0.0), + vec2(0.0324462, 0.03125), + vec2(0.0582416, 0.125), + vec2(0.0571056, 0.28125), + vec2(0.0347317, 0.5), + vec2(0.0216301, 0.78125), + vec2(0.0144609, 1.125), + vec2(0.0100386, 1.53125), + vec2(0.00317394, 2.0)); + +const vec4 skin_kernel[kernel_size] = vec4[]( + vec4(0.536343, 0.624624, 0.748867, 0), + vec4(0.0324462, 0.0656718, 0.0532821, 0.03125), + vec4(0.0582416, 0.0659959, 0.0411329, 0.125), + vec4(0.0571056, 0.0287432, 0.0172844, 0.28125), + vec4(0.0347317, 0.0151085, 0.00871983, 0.5), + vec4(0.0216301, 0.00794618, 0.00376991, 0.78125), + vec4(0.0144609, 0.00317269, 0.00106399, 1.125), + vec4(0.0100386, 0.000914679, 0.000275702, 1.53125), + vec4(0.00317394, 0.000134823, 3.77269e-005, 2)); +#endif //USE_17_SAMPLES + +#ifdef USE_11_SAMPLES +const int kernel_size = 6; +const vec2 kernel[kernel_size] = vec2[]( + vec2(0.560479, 0.0), + vec2(0.0771802, 0.08), + vec2(0.0821904, 0.32), + vec2(0.03639, 0.72), + vec2(0.0192831, 1.28), + vec2(0.00471691, 2.0)); + +const vec4 skin_kernel[kernel_size] = vec4[]( + + vec4(0.560479, 0.669086, 0.784728, 0), + vec4(0.0771802, 0.113491, 0.0793803, 0.08), + vec4(0.0821904, 0.0358608, 0.0209261, 0.32), + vec4(0.03639, 0.0130999, 0.00643685, 0.72), + vec4(0.0192831, 0.00282018, 0.00084214, 1.28), + vec4(0.00471691, 0.000184771, 5.07565e-005, 2)); + +#endif //USE_11_SAMPLES + +layout(push_constant, std430) uniform Params { + ivec2 screen_size; + float camera_z_far; + float camera_z_near; + + bool vertical; + bool orthogonal; + float unit_size; + float scale; + + float depth_scale; + uint pad[3]; +} +params; + +layout(set = 0, binding = 0) uniform sampler2D source_image; +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 2, binding = 0) uniform sampler2D source_depth; + +void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) { + // Accumulate the other samples: + for (int i = 1; i < kernel_size; i++) { + // Fetch color and depth for current sample: + vec2 offset = uv + kernel[i].y * step; + vec4 color = texture(source_image, offset); + + if (abs(color.a) < 0.001) { + break; //mix no more + } + + vec3 w; + if (p_skin) { + //skin + w = skin_kernel[i].rgb; + } else { + w = vec3(kernel[i].x); + } + + color_accum += color.rgb * w; + divisor += w; + } +} + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size); + + // Fetch color of current pixel: + vec4 base_color = texture(source_image, uv); + float strength = abs(base_color.a); + + if (strength > 0.0) { + vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0); + + // Fetch linear depth of current pixel: + float depth = texture(source_depth, uv).r * 2.0 - 1.0; + float depth_scale; + + if (params.orthogonal) { + depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + depth_scale = params.unit_size; //remember depth is negative by default in OpenGL + } else { + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL + } + + float scale = mix(params.scale, depth_scale, params.depth_scale); + + // Calculate the final step to fetch the surrounding pixels: + vec2 step = scale * dir; + step *= strength; + step /= 3.0; + // Accumulate the center sample: + + vec3 divisor; + bool skin = bool(base_color.a < 0.0); + + if (skin) { + //skin + divisor = skin_kernel[0].rgb; + } else { + divisor = vec3(kernel[0].x); + } + + vec3 color = base_color.rgb * divisor; + + do_filter(color, divisor, uv, step, skin); + do_filter(color, divisor, uv, -step, skin); + + base_color.rgb = color / divisor; + } + + imageStore(dest_image, ssC, base_color); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl new file mode 100644 index 0000000000..b0a0839836 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl @@ -0,0 +1,394 @@ +/////////////////////////////////////////////////////////////////////////////////// +// Copyright(c) 2016-2022 Panos Karabelas +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is furnished +// to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS +// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR +// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER +// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN +// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +/////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2022-05-06: Panos Karabelas: first commit +// 2020-12-05: Joan Fons: convert to Vulkan and Godot +/////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +// Based on Spartan Engine's TAA implementation (without TAA upscale). +// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl> + +#define USE_SUBGROUPS + +#define GROUP_SIZE 8 +#define FLT_MIN 0.00000001 +#define FLT_MAX 32767.0 +#define RPC_9 0.11111111111 +#define RPC_16 0.0625 + +#ifdef USE_SUBGROUPS +layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in; +#endif + +layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D color_buffer; +layout(set = 0, binding = 1) uniform sampler2D depth_buffer; +layout(rg16f, set = 0, binding = 2) uniform restrict readonly image2D velocity_buffer; +layout(rg16f, set = 0, binding = 3) uniform restrict readonly image2D last_velocity_buffer; +layout(set = 0, binding = 4) uniform sampler2D history_buffer; +layout(rgba16f, set = 0, binding = 5) uniform restrict writeonly image2D output_buffer; + +layout(push_constant, std430) uniform Params { + vec2 resolution; + float disocclusion_threshold; // 0.1 / max(params.resolution.x, params.resolution.y + float disocclusion_scale; +} +params; + +const ivec2 kOffsets3x3[9] = { + ivec2(-1, -1), + ivec2(0, -1), + ivec2(1, -1), + ivec2(-1, 0), + ivec2(0, 0), + ivec2(1, 0), + ivec2(-1, 1), + ivec2(0, 1), + ivec2(1, 1), +}; + +/*------------------------------------------------------------------------------ + THREAD GROUP SHARED MEMORY (LDS) +------------------------------------------------------------------------------*/ + +const int kBorderSize = 1; +const int kGroupSize = GROUP_SIZE; +const int kTileDimension = kGroupSize + kBorderSize * 2; +const int kTileDimension2 = kTileDimension * kTileDimension; + +vec3 reinhard(vec3 hdr) { + return hdr / (hdr + 1.0); +} +vec3 reinhard_inverse(vec3 sdr) { + return sdr / (1.0 - sdr); +} + +float get_depth(ivec2 thread_id) { + return texelFetch(depth_buffer, thread_id, 0).r; +} + +#ifdef USE_SUBGROUPS +shared vec3 tile_color[kTileDimension][kTileDimension]; +shared float tile_depth[kTileDimension][kTileDimension]; + +vec3 load_color(uvec2 group_thread_id) { + group_thread_id += kBorderSize; + return tile_color[group_thread_id.x][group_thread_id.y]; +} + +void store_color(uvec2 group_thread_id, vec3 color) { + tile_color[group_thread_id.x][group_thread_id.y] = color; +} + +float load_depth(uvec2 group_thread_id) { + group_thread_id += kBorderSize; + return tile_depth[group_thread_id.x][group_thread_id.y]; +} + +void store_depth(uvec2 group_thread_id, float depth) { + tile_depth[group_thread_id.x][group_thread_id.y] = depth; +} + +void store_color_depth(uvec2 group_thread_id, ivec2 thread_id) { + // out of bounds clamp + thread_id = clamp(thread_id, ivec2(0, 0), ivec2(params.resolution) - ivec2(1, 1)); + + store_color(group_thread_id, imageLoad(color_buffer, thread_id).rgb); + store_depth(group_thread_id, get_depth(thread_id)); +} + +void populate_group_shared_memory(uvec2 group_id, uint group_index) { + // Populate group shared memory + ivec2 group_top_left = ivec2(group_id) * kGroupSize - kBorderSize; + if (group_index < (kTileDimension2 >> 2)) { + ivec2 group_thread_id_1 = ivec2(group_index % kTileDimension, group_index / kTileDimension); + ivec2 group_thread_id_2 = ivec2((group_index + (kTileDimension2 >> 2)) % kTileDimension, (group_index + (kTileDimension2 >> 2)) / kTileDimension); + ivec2 group_thread_id_3 = ivec2((group_index + (kTileDimension2 >> 1)) % kTileDimension, (group_index + (kTileDimension2 >> 1)) / kTileDimension); + ivec2 group_thread_id_4 = ivec2((group_index + kTileDimension2 * 3 / 4) % kTileDimension, (group_index + kTileDimension2 * 3 / 4) / kTileDimension); + + store_color_depth(group_thread_id_1, group_top_left + group_thread_id_1); + store_color_depth(group_thread_id_2, group_top_left + group_thread_id_2); + store_color_depth(group_thread_id_3, group_top_left + group_thread_id_3); + store_color_depth(group_thread_id_4, group_top_left + group_thread_id_4); + } + + // Wait for group threads to load store data. + groupMemoryBarrier(); + barrier(); +} +#else +vec3 load_color(uvec2 screen_pos) { + return imageLoad(color_buffer, ivec2(screen_pos)).rgb; +} + +float load_depth(uvec2 screen_pos) { + return get_depth(ivec2(screen_pos)); +} +#endif + +/*------------------------------------------------------------------------------ + VELOCITY +------------------------------------------------------------------------------*/ + +void depth_test_min(uvec2 pos, inout float min_depth, inout uvec2 min_pos) { + float depth = load_depth(pos); + + if (depth < min_depth) { + min_depth = depth; + min_pos = pos; + } +} + +// Returns velocity with closest depth (3x3 neighborhood) +void get_closest_pixel_velocity_3x3(in uvec2 group_pos, uvec2 group_top_left, out vec2 velocity) { + float min_depth = 1.0; + uvec2 min_pos = group_pos; + + depth_test_min(group_pos + kOffsets3x3[0], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[1], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[2], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[3], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[4], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[5], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[6], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[7], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[8], min_depth, min_pos); + + // Velocity out + velocity = imageLoad(velocity_buffer, ivec2(group_top_left + min_pos)).xy; +} + +/*------------------------------------------------------------------------------ + HISTORY SAMPLING +------------------------------------------------------------------------------*/ + +vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) { + // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 + // License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae + + // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding + // down the sample location to get the exact center of our "starting" texel. The starting texel will be at + // location [1, 1] in the grid, where [0, 0] is the top left corner. + vec2 sample_pos = uv * resolution; + vec2 texPos1 = floor(sample_pos - 0.5f) + 0.5f; + + // Compute the fractional offset from our starting texel to our original sample location, which we'll + // feed into the Catmull-Rom spline function to get our filter weights. + vec2 f = sample_pos - texPos1; + + // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. + // These equations are pre-expanded based on our knowledge of where the texels will be located, + // which lets us avoid having to evaluate a piece-wise function. + vec2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f)); + vec2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f); + vec2 w2 = f * (0.5f + f * (2.0f - 1.5f * f)); + vec2 w3 = f * f * (-0.5f + 0.5f * f); + + // Work out weighting factors and sampling offsets that will let us use bilinear filtering to + // simultaneously evaluate the middle 2 samples from the 4x4 grid. + vec2 w12 = w1 + w2; + vec2 offset12 = w2 / (w1 + w2); + + // Compute the final UV coordinates we'll use for sampling the texture + vec2 texPos0 = texPos1 - 1.0f; + vec2 texPos3 = texPos1 + 2.0f; + vec2 texPos12 = texPos1 + offset12; + + texPos0 /= resolution; + texPos3 /= resolution; + texPos12 /= resolution; + + vec3 result = vec3(0.0f, 0.0f, 0.0f); + + result += textureLod(stex, vec2(texPos0.x, texPos0.y), 0.0).xyz * w0.x * w0.y; + result += textureLod(stex, vec2(texPos12.x, texPos0.y), 0.0).xyz * w12.x * w0.y; + result += textureLod(stex, vec2(texPos3.x, texPos0.y), 0.0).xyz * w3.x * w0.y; + + result += textureLod(stex, vec2(texPos0.x, texPos12.y), 0.0).xyz * w0.x * w12.y; + result += textureLod(stex, vec2(texPos12.x, texPos12.y), 0.0).xyz * w12.x * w12.y; + result += textureLod(stex, vec2(texPos3.x, texPos12.y), 0.0).xyz * w3.x * w12.y; + + result += textureLod(stex, vec2(texPos0.x, texPos3.y), 0.0).xyz * w0.x * w3.y; + result += textureLod(stex, vec2(texPos12.x, texPos3.y), 0.0).xyz * w12.x * w3.y; + result += textureLod(stex, vec2(texPos3.x, texPos3.y), 0.0).xyz * w3.x * w3.y; + + return max(result, 0.0f); +} + +/*------------------------------------------------------------------------------ + HISTORY CLIPPING +------------------------------------------------------------------------------*/ + +// Based on "Temporal Reprojection Anti-Aliasing" - https://github.com/playdeadgames/temporal +vec3 clip_aabb(vec3 aabb_min, vec3 aabb_max, vec3 p, vec3 q) { + vec3 r = q - p; + vec3 rmax = (aabb_max - p.xyz); + vec3 rmin = (aabb_min - p.xyz); + + if (r.x > rmax.x + FLT_MIN) + r *= (rmax.x / r.x); + if (r.y > rmax.y + FLT_MIN) + r *= (rmax.y / r.y); + if (r.z > rmax.z + FLT_MIN) + r *= (rmax.z / r.z); + + if (r.x < rmin.x - FLT_MIN) + r *= (rmin.x / r.x); + if (r.y < rmin.y - FLT_MIN) + r *= (rmin.y / r.y); + if (r.z < rmin.z - FLT_MIN) + r *= (rmin.z / r.z); + + return p + r; +} + +// Clip history to the neighbourhood of the current sample +vec3 clip_history_3x3(uvec2 group_pos, vec3 color_history, vec2 velocity_closest) { + // Sample a 3x3 neighbourhood + vec3 s1 = load_color(group_pos + kOffsets3x3[0]); + vec3 s2 = load_color(group_pos + kOffsets3x3[1]); + vec3 s3 = load_color(group_pos + kOffsets3x3[2]); + vec3 s4 = load_color(group_pos + kOffsets3x3[3]); + vec3 s5 = load_color(group_pos + kOffsets3x3[4]); + vec3 s6 = load_color(group_pos + kOffsets3x3[5]); + vec3 s7 = load_color(group_pos + kOffsets3x3[6]); + vec3 s8 = load_color(group_pos + kOffsets3x3[7]); + vec3 s9 = load_color(group_pos + kOffsets3x3[8]); + + // Compute min and max (with an adaptive box size, which greatly reduces ghosting) + vec3 color_avg = (s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8 + s9) * RPC_9; + vec3 color_avg2 = ((s1 * s1) + (s2 * s2) + (s3 * s3) + (s4 * s4) + (s5 * s5) + (s6 * s6) + (s7 * s7) + (s8 * s8) + (s9 * s9)) * RPC_9; + float box_size = mix(0.0f, 2.5f, smoothstep(0.02f, 0.0f, length(velocity_closest))); + vec3 dev = sqrt(abs(color_avg2 - (color_avg * color_avg))) * box_size; + vec3 color_min = color_avg - dev; + vec3 color_max = color_avg + dev; + + // Variance clipping + vec3 color = clip_aabb(color_min, color_max, clamp(color_avg, color_min, color_max), color_history); + + // Clamp to prevent NaNs + color = clamp(color, FLT_MIN, FLT_MAX); + + return color; +} + +/*------------------------------------------------------------------------------ + TAA +------------------------------------------------------------------------------*/ + +const vec3 lumCoeff = vec3(0.299f, 0.587f, 0.114f); + +float luminance(vec3 color) { + return max(dot(color, lumCoeff), 0.0001f); +} + +float get_factor_disocclusion(vec2 uv_reprojected, vec2 velocity) { + vec2 velocity_previous = imageLoad(last_velocity_buffer, ivec2(uv_reprojected * params.resolution)).xy; + vec2 velocity_texels = velocity * params.resolution; + vec2 prev_velocity_texels = velocity_previous * params.resolution; + float disocclusion = length(prev_velocity_texels - velocity_texels) - params.disocclusion_threshold; + return clamp(disocclusion * params.disocclusion_scale, 0.0, 1.0); +} + +vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_screen, vec2 uv, sampler2D tex_history) { + // Get the velocity of the current pixel + vec2 velocity = imageLoad(velocity_buffer, ivec2(pos_screen)).xy; + + // Get reprojected uv + vec2 uv_reprojected = uv - velocity; + + // Get input color + vec3 color_input = load_color(pos_group); + + // Get history color (catmull-rom reduces a lot of the blurring that you get under motion) + vec3 color_history = sample_catmull_rom_9(tex_history, uv_reprojected, params.resolution).rgb; + + // Clip history to the neighbourhood of the current sample (fixes a lot of the ghosting). + vec2 velocity_closest = vec2(0.0); // This is best done by using the velocity with the closest depth. + get_closest_pixel_velocity_3x3(pos_group, pos_group_top_left, velocity_closest); + color_history = clip_history_3x3(pos_group, color_history, velocity_closest); + + // Compute blend factor + float blend_factor = RPC_16; // We want to be able to accumulate as many jitter samples as we generated, that is, 16. + { + // If re-projected UV is out of screen, converge to current color immediatel + float factor_screen = any(lessThan(uv_reprojected, vec2(0.0))) || any(greaterThan(uv_reprojected, vec2(1.0))) ? 1.0 : 0.0; + + // Increase blend factor when there is disocclusion (fixes a lot of the remaining ghosting). + float factor_disocclusion = get_factor_disocclusion(uv_reprojected, velocity); + + // Add to the blend factor + blend_factor = clamp(blend_factor + factor_screen + factor_disocclusion, 0.0, 1.0); + } + + // Resolve + vec3 color_resolved = vec3(0.0); + { + // Tonemap + color_history = reinhard(color_history); + color_input = reinhard(color_input); + + // Reduce flickering + float lum_color = luminance(color_input); + float lum_history = luminance(color_history); + float diff = abs(lum_color - lum_history) / max(lum_color, max(lum_history, 1.001)); + diff = 1.0 - diff; + diff = diff * diff; + blend_factor = mix(0.0, blend_factor, diff); + + // Lerp/blend + color_resolved = mix(color_history, color_input, blend_factor); + + // Inverse tonemap + color_resolved = reinhard_inverse(color_resolved); + } + + return color_resolved; +} + +void main() { +#ifdef USE_SUBGROUPS + populate_group_shared_memory(gl_WorkGroupID.xy, gl_LocalInvocationIndex); +#endif + + // Out of bounds check + if (any(greaterThanEqual(vec2(gl_GlobalInvocationID.xy), params.resolution))) { + return; + } + +#ifdef USE_SUBGROUPS + const uvec2 pos_group = gl_LocalInvocationID.xy; + const uvec2 pos_group_top_left = gl_WorkGroupID.xy * kGroupSize - kBorderSize; +#else + const uvec2 pos_group = gl_GlobalInvocationID.xy; + const uvec2 pos_group_top_left = uvec2(0, 0); +#endif + const uvec2 pos_screen = gl_GlobalInvocationID.xy; + const vec2 uv = (gl_GlobalInvocationID.xy + 0.5f) / params.resolution; + + vec3 result = temporal_antialiasing(pos_group_top_left, pos_group, pos_screen, uv, history_buffer); + imageStore(output_buffer, ivec2(gl_GlobalInvocationID.xy), vec4(result, 1.0)); +} |