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812e6094f4
* Update to bgfx a93a714632b79b5ddbf5c86ac323fa9b76ed3433 Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
96 lines
3.2 KiB
Scala
96 lines
3.2 KiB
Scala
$input v_texcoord0
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "../common/common.sh"
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#include "parameters.sh"
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#include "normal_encoding.sh"
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#include "shared_functions.sh"
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SAMPLER2D(s_color, 0);
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SAMPLER2D(s_normal, 1);
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SAMPLER2D(s_velocity, 2);
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SAMPLER2D(s_previousColor, 3); // previous color
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SAMPLER2D(s_previousNormal, 4); // previous normal
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#define COS_PI_OVER_4 0.70710678118
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void main()
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{
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vec2 texCoord = v_texcoord0;
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// read center pixel
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vec4 color = texture2D(s_color, texCoord);
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vec3 normal = NormalDecode(texture2D(s_normal, texCoord).xyz);
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// offset to last pixel
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vec2 velocity = texture2D(s_velocity, texCoord).xy;
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vec2 texCoordPrev = GetTexCoordPreviousNoJitter(texCoord, velocity);
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// SVGF approach suggests sampling and test/rejecting 4 contributing
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// samples individually and then doing custom bilinear filter of result
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// multiply texCoordPrev by dimensions to get nearest pixels, produces (X.5, Y.5) coordinate
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// under no motion, so subtract half here to get correct weights for bilinear filter.
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// not thrilled by this, feels like something is wrong.
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vec2 screenPixelPrev = texCoordPrev * u_viewRect.zw - vec2_splat(0.5);
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vec2 screenPixelMin = floor(screenPixelPrev);
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vec2 screenPixelMix = fract(screenPixelPrev);
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float x0 = 1.0 - screenPixelMix.x;
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float x1 = screenPixelMix.x;
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float y0 = 1.0 - screenPixelMix.y;
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float y1 = screenPixelMix.y;
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float coordWeights[4];
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coordWeights[0] = x0*y0;
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coordWeights[1] = x1*y0;
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coordWeights[2] = x0*y1;
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coordWeights[3] = x1*y1;
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// adding a half texel here to correct the modification above, in addition to pixel offset
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// to grab adjacent pixels for bilinear filter. not thrilled by this, feels like something is wrong.
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vec2 coords[4];
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coords[0] = (screenPixelMin + vec2(0.5, 0.5)) * u_viewTexel.xy;
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coords[1] = (screenPixelMin + vec2(1.5, 0.5)) * u_viewTexel.xy;
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coords[2] = (screenPixelMin + vec2(0.5, 1.5)) * u_viewTexel.xy;
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coords[3] = (screenPixelMin + vec2(1.5, 1.5)) * u_viewTexel.xy;
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// SVGF paper mentions comparing depths and normals to establish
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// whether samples are similar enough to contribute, but does not
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// describe how. References the following paper, which uses threshold
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// of cos(PI/4) to accept/reject.
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// https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html
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// this paper also discusses using depth derivatives to estimate overlapping depth range
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vec4 accumulatedColor = vec4_splat(0.0);
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float accumulatedWeight = 0.0;
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for (int i = 0; i < 4; ++i)
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{
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vec3 sampleNormal = NormalDecode(texture2D(s_previousNormal, coords[i]).xyz);
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float normalSimilarity = dot(normal, sampleNormal);
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float weight = (normalSimilarity < COS_PI_OVER_4) ? 0.0 : 1.0;
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vec4 sampleColor = texture2D(s_previousColor, coords[i]);
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weight *= coordWeights[i];
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accumulatedColor += sampleColor * weight;
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accumulatedWeight += weight;
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}
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if (0.0 < accumulatedWeight)
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{
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accumulatedColor *= (1.0 / accumulatedWeight);
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color = mix(color, accumulatedColor, 0.8);
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}
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else
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{
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// debug colorize
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//color.xyz *= vec3(0.5, 0.01, 0.65);
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}
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gl_FragColor = color;
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}
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