mirror of
https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
synced 2025-09-19 04:06:08 +08:00
Complete overhaul, new implementations
- Overhauled file structure to be on addons for universality - Streamlined compositor shader stages with custom classes and resources - Added previous proven implementations (McGuire, Guertin) - entirely new and improved jump flood implementation, more realistic, robust, and performant
This commit is contained in:
@ -1,21 +0,0 @@
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MIT License
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Copyright (c) 2024 sphynx-owner
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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[remap]
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importer="glsl"
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type="RDShaderFile"
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uid="uid://3v1b0hrdm7nw"
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path="res://.godot/imported/jfp_backtracking_experimental.glsl-d67307f6899fed647164be410a7debc8.res"
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[deps]
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source_file="res://MyJumpFloodIteration/jfp_backtracking_experimental.glsl"
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dest_files=["res://.godot/imported/jfp_backtracking_experimental.glsl-d67307f6899fed647164be410a7debc8.res"]
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[params]
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extends CompositorEffect
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class_name MotionBlurSphynxJumpFlood
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@export_group("Motion Blur", "motion_blur_")
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# diminishing returns over 16
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@export_range(4, 64) var motion_blur_samples: int = 8
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# you really don't want this over 0.5, but you can if you want to try
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@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
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@export_range(0, 1) var motion_blur_center_fade: float = 0.0
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@export var blur_shader_file : RDShaderFile = preload("res://addons/MyJumpFloodIteration/jump_flood_blur.glsl"):
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set(value):
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blur_shader_file = value
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_init()
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@export var overlay_shader_file : RDShaderFile = preload("res://addons/MyJumpFloodIteration/jump_flood_overlay.glsl"):
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set(value):
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overlay_shader_file = value
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_init()
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@export var construction_pass : RDShaderFile = preload("res://addons/MyJumpFloodIteration/jfp_backtracking_experimental.glsl"):
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set(value):
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construction_pass = value
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_init()
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## the portion of speed that is allowed for side bleed of velocities
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## during the jfa dilation passes and before backtracking. Getting this a higher value
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## would make it so that meshes at movement blur more reliably, but also bleed
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## further perpendicularly to their velocity, thus wash elemets behind them out.
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@export var perpen_error_threshold : float = 0.3
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## an initial step size that can increase the dilation radius proportionally, at the
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## sacrifice of some quality in the final resolution of the dilation.[br][br]
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## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
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@export var sample_step_multiplier : float = 4
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## by default, the jump flood makes samples along distances that start
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## at 2 to the power of the pass count you want to perform, which is also
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## the dilation radius you desire. You can change it to values higher than
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## 2 with this variable, and reach higher dilation radius at the sacrifice of
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## some accuracy in the dilation.
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## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
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@export var step_exponent_modifier : float = 1
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## how many steps along a range of 2 velocities from the
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## dilation target velocity space do we go along to find a better fitting velocity sample
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## higher samples meaning higher detail getting captured and blurred
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@export var backtracking_sample_count : int = 8
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## how sensitive the backtracking for velocities be
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@export var backtracking_velocity_match_threshold : float = 0.9
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## how sensitively the backtracking should treat velocities that are a different
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## length along that velocity
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@export var backtracking_velocity_match_parallel_sensitivity : float = 1
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## how sensitively the backtracking should treat velcoities that have perpendicular
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## offset to that velocity
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@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.05
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## how closely does the depth of the backtracked sample has to match the original sample to be
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## considered (in NDC space)
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@export var backtracbing_depth_match_threshold : float = 0.001
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## the number of passes performed by the jump flood algorithm based dilation,
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## each pass added doubles the maximum radius of dilation available.[br][br]
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## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
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@export var JFA_pass_count : int = 3
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## wether this motion blur stays the same intensity below
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## target_constant_framerate
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@export var framerate_independent : bool = true
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## Description: Removes clamping on motion blur scale to allow framerate independent motion
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## blur to scale longer than realistically possible when render framerate is higher
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## than target framerate.[br][br]
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## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
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## produces inaccurate results, and would likely cause nausea in players over
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## long exposure durations, use with caution and out of artistic intent
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@export var uncapped_independence : bool = false
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## if framerate_independent is enabled, the blur would simulate
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## sutter speeds at that framerate, and up.
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@export var target_constant_framerate : float = 30
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## wether to display debug views for velocity and depth
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## buffers
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@export var draw_debug : bool = false
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## currently 0 - 1, flip between velocity buffers
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## and depth buffers debug views
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@export var debug_page : int = 0
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var rd: RenderingDevice
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var linear_sampler: RID
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var nearest_sampler : RID
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var construct_shader : RID
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var construct_pipeline : RID
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var motion_blur_shader: RID
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var motion_blur_pipeline: RID
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var overlay_shader: RID
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var overlay_pipeline: RID
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var context: StringName = "MotionBlur"
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var texture: StringName = "texture"
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var buffer_a : StringName = "buffer_a"
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var buffer_b : StringName = "buffer_b"
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var past_color : StringName = "past_color"
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var custom_velocity : StringName = "custom_velocity"
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var freeze : bool = false
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func _init():
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#effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
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needs_motion_vectors = true
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RenderingServer.call_on_render_thread(_initialize_compute)
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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if linear_sampler.is_valid():
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rd.free_rid(linear_sampler)
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if motion_blur_shader.is_valid():
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rd.free_rid(motion_blur_shader)
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if overlay_shader.is_valid():
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rd.free_rid(overlay_shader)
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func _initialize_compute():
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rd = RenderingServer.get_rendering_device()
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if !rd:
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return
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var sampler_state := RDSamplerState.new()
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sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
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sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
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sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
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sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
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linear_sampler = rd.sampler_create(sampler_state)
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sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
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sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
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sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
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sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
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nearest_sampler = rd.sampler_create(sampler_state)
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var construct_shader_spirv : RDShaderSPIRV = construction_pass.get_spirv()
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construct_shader = rd.shader_create_from_spirv(construct_shader_spirv)
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construct_pipeline = rd.compute_pipeline_create(construct_shader)
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var shader_spirv: RDShaderSPIRV = blur_shader_file.get_spirv()
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motion_blur_shader = rd.shader_create_from_spirv(shader_spirv)
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motion_blur_pipeline = rd.compute_pipeline_create(motion_blur_shader)
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var overlay_shader_spirv: RDShaderSPIRV = overlay_shader_file.get_spirv()
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overlay_shader = rd.shader_create_from_spirv(overlay_shader_spirv)
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overlay_pipeline = rd.compute_pipeline_create(overlay_shader)
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func get_image_uniform(image: RID, binding: int) -> RDUniform:
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var uniform: RDUniform = RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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uniform.binding = binding
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uniform.add_id(image)
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return uniform
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func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform:
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var uniform: RDUniform = RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
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uniform.binding = binding
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uniform.add_id(linear_sampler if linear else nearest_sampler)
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uniform.add_id(image)
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return uniform
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var temp_motion_blur_intensity : float
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var previous_time : float = 0
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func _render_callback(p_effect_callback_type, p_render_data):
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var time : float = float(Time.get_ticks_msec()) / 1000
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var delta_time : float = time - previous_time
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previous_time = time
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temp_motion_blur_intensity = motion_blur_intensity
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if framerate_independent:
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var capped_frame_time : float = 1 / target_constant_framerate
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if !uncapped_independence:
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capped_frame_time = min(capped_frame_time, delta_time)
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temp_motion_blur_intensity = motion_blur_intensity * capped_frame_time / delta_time
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if rd:
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var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
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var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data()
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if render_scene_buffers and render_scene_data:
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var render_size: Vector2 = render_scene_buffers.get_internal_size()
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if render_size.x == 0.0 or render_size.y == 0.0:
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return
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ensure_texture(texture, render_scene_buffers)
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ensure_texture(buffer_a, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
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ensure_texture(buffer_b, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
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ensure_texture(past_color, render_scene_buffers)
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ensure_texture(custom_velocity, render_scene_buffers)
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rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
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var last_iteration_index : int = JFA_pass_count - 1;
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var max_dilation_radius : float = pow(2 + step_exponent_modifier, last_iteration_index) * sample_step_multiplier / motion_blur_intensity;
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var push_constant: PackedFloat32Array = [
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motion_blur_samples, temp_motion_blur_intensity,
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motion_blur_center_fade, 1 if draw_debug else 0,
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freeze,
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Engine.get_frames_drawn() % 8,
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last_iteration_index,
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sample_step_multiplier,
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step_exponent_modifier,
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max_dilation_radius,
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0,
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0
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]
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var int_push_constant : PackedInt32Array = [
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debug_page,
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0,
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0,
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0
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]
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var byte_array = push_constant.to_byte_array()
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byte_array.append_array(int_push_constant.to_byte_array())
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var view_count = render_scene_buffers.get_view_count()
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for view in range(view_count):
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var color_image := render_scene_buffers.get_color_layer(view)
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var depth_image := render_scene_buffers.get_depth_layer(view)
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var texture_image := render_scene_buffers.get_texture_slice(context, texture, view, 0, 1, 1)
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var buffer_a_image := render_scene_buffers.get_texture_slice(context, buffer_a, view, 0, 1, 1)
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var buffer_b_image := render_scene_buffers.get_texture_slice(context, buffer_b, view, 0, 1, 1)
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var past_color_image := render_scene_buffers.get_texture_slice(context, past_color, view, 0, 1, 1)
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var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
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rd.draw_command_begin_label("Construct blur " + str(view), Color(1.0, 1.0, 1.0, 1.0))
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var tex_uniform_set
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var compute_list
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var x_groups := floori((render_size.x - 1) / 16 + 1)
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var y_groups := floori((render_size.y - 1) / 16 + 1)
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tex_uniform_set = UniformSetCacheRD.get_cache(construct_shader, 0, [
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get_sampler_uniform(depth_image, 0, false),
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get_sampler_uniform(custom_velocity_image, 1, false),
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get_image_uniform(buffer_a_image, 2),
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get_image_uniform(buffer_b_image, 3),
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get_sampler_uniform(buffer_a_image, 4, false),
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get_sampler_uniform(buffer_b_image, 5, false)
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])
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compute_list = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, construct_pipeline)
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rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
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for i in JFA_pass_count:
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var jf_push_constants : PackedInt32Array = [
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i,
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last_iteration_index,
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backtracking_sample_count,
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16
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]
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var step_size : float = round(pow(2 + step_exponent_modifier, last_iteration_index - i)) * sample_step_multiplier;
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var jf_float_push_constants_test : PackedFloat32Array = [
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perpen_error_threshold,
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sample_step_multiplier,
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temp_motion_blur_intensity,
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backtracking_velocity_match_threshold,
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backtracking_velocity_match_parallel_sensitivity,
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backtracking_velcoity_match_perpendicular_sensitivity,
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backtracbing_depth_match_threshold,
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step_exponent_modifier,
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step_size,
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max_dilation_radius,
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0,
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0
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]
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var jf_byte_array = jf_push_constants.to_byte_array()
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jf_byte_array.append_array(jf_float_push_constants_test.to_byte_array())
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rd.compute_list_set_push_constant(compute_list, jf_byte_array, jf_byte_array.size())
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rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
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rd.compute_list_end()
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rd.draw_command_end_label()
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rd.draw_command_begin_label("Compute blur " + str(view), Color(1.0, 1.0, 1.0, 1.0))
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tex_uniform_set = UniformSetCacheRD.get_cache(motion_blur_shader, 0, [
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get_sampler_uniform(color_image, 0, false),
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get_sampler_uniform(depth_image, 1, false),
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get_sampler_uniform(custom_velocity_image, 2, false),
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get_sampler_uniform(buffer_b_image if last_iteration_index % 2 else buffer_a_image, 3, false),
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get_image_uniform(texture_image, 4),
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get_image_uniform(past_color_image, 5),
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])
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compute_list = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, motion_blur_pipeline)
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rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
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rd.compute_list_set_push_constant(compute_list, byte_array, byte_array.size())
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rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
|
||||
rd.compute_list_end()
|
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rd.draw_command_end_label()
|
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rd.draw_command_begin_label("Overlay result " + str(view), Color(1.0, 1.0, 1.0, 1.0))
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tex_uniform_set = UniformSetCacheRD.get_cache(overlay_shader, 0, [
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get_sampler_uniform(texture_image, 0),
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get_image_uniform(color_image, 1),
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])
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compute_list = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, overlay_pipeline)
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rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
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rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
|
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rd.compute_list_end()
|
||||
rd.draw_command_end_label()
|
||||
|
||||
rd.draw_command_end_label()
|
||||
|
||||
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func ensure_texture(texture_name : StringName, render_scene_buffers : RenderSceneBuffersRD, texture_format : RenderingDevice.DataFormat = RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, high_accuracy : bool = false, render_size_multiplier : Vector2 = Vector2(1, 1)):
|
||||
var render_size : Vector2 = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
|
||||
|
||||
if render_scene_buffers.has_texture(context, texture_name):
|
||||
var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name)
|
||||
if tf.width != render_size.x or tf.height != render_size.y:
|
||||
render_scene_buffers.clear_context(context)
|
||||
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||||
if !render_scene_buffers.has_texture(context, texture_name):
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||||
var usage_bits: int = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
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||||
render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true)
|
@ -1,14 +0,0 @@
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[remap]
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||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://wfmvke70qcpa"
|
||||
path="res://.godot/imported/jump_flood_blur.glsl-df0c6b7cc65d8b0520871790f9075253.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://MyJumpFloodIteration/jump_flood_blur.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_blur.glsl-df0c6b7cc65d8b0520871790f9075253.res"]
|
||||
|
||||
[params]
|
||||
|
@ -1,14 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://bbnb4hw0aoqy1"
|
||||
path="res://.godot/imported/jump_flood_overlay.glsl-764d3c488a9e9576eab825591e868325.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://MyJumpFloodIteration/jump_flood_overlay.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_overlay.glsl-764d3c488a9e9576eab825591e868325.res"]
|
||||
|
||||
[params]
|
||||
|
@ -1,158 +0,0 @@
|
||||
extends CompositorEffect
|
||||
class_name PreBlurProcessor
|
||||
|
||||
@export var pre_blur_processor_shader_file : RDShaderFile = preload("res://addons/PreBlurProcessing/pre_blur_processor.glsl"):
|
||||
set(value):
|
||||
pre_blur_processor_shader_file = value
|
||||
_init()
|
||||
|
||||
@export var camera_rotation_component : BlurVelocityComponentResource = preload("res://addons/PreBlurProcessing/default_component.tres")
|
||||
@export var camera_movement_component : BlurVelocityComponentResource = preload("res://addons/PreBlurProcessing/default_component.tres")
|
||||
@export var object_movement_component : BlurVelocityComponentResource = preload("res://addons/PreBlurProcessing/default_component.tres")
|
||||
|
||||
var context: StringName = "MotionBlur"
|
||||
|
||||
var rd: RenderingDevice
|
||||
|
||||
var linear_sampler: RID
|
||||
|
||||
var nearest_sampler : RID
|
||||
|
||||
var construct_shader : RID
|
||||
var construct_pipeline : RID
|
||||
|
||||
var pre_blur_processor_shader: RID
|
||||
var pre_blur_processor_pipeline: RID
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
func _init():
|
||||
needs_motion_vectors = true
|
||||
RenderingServer.call_on_render_thread(_initialize_compute)
|
||||
|
||||
func _notification(what):
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
if linear_sampler.is_valid():
|
||||
rd.free_rid(linear_sampler)
|
||||
if pre_blur_processor_shader.is_valid():
|
||||
rd.free_rid(pre_blur_processor_shader)
|
||||
|
||||
func _initialize_compute():
|
||||
rd = RenderingServer.get_rendering_device()
|
||||
if !rd:
|
||||
return
|
||||
|
||||
var sampler_state := RDSamplerState.new()
|
||||
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
|
||||
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
|
||||
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
linear_sampler = rd.sampler_create(sampler_state)
|
||||
|
||||
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
|
||||
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
|
||||
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
nearest_sampler = rd.sampler_create(sampler_state)
|
||||
|
||||
var shader_spirv: RDShaderSPIRV = pre_blur_processor_shader_file.get_spirv()
|
||||
pre_blur_processor_shader = rd.shader_create_from_spirv(shader_spirv)
|
||||
pre_blur_processor_pipeline = rd.compute_pipeline_create(pre_blur_processor_shader)
|
||||
|
||||
func get_image_uniform(image: RID, binding: int) -> RDUniform:
|
||||
var uniform: RDUniform = RDUniform.new()
|
||||
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
|
||||
uniform.binding = binding
|
||||
uniform.add_id(image)
|
||||
return uniform
|
||||
|
||||
func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform:
|
||||
var uniform: RDUniform = RDUniform.new()
|
||||
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
|
||||
uniform.binding = binding
|
||||
uniform.add_id(linear_sampler if linear else nearest_sampler)
|
||||
uniform.add_id(image)
|
||||
return uniform
|
||||
|
||||
func _render_callback(p_effect_callback_type, p_render_data : RenderData):
|
||||
if rd:
|
||||
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
|
||||
var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data()
|
||||
if render_scene_buffers and render_scene_data:
|
||||
var render_size: Vector2 = render_scene_buffers.get_internal_size()
|
||||
if render_size.x == 0.0 or render_size.y == 0.0:
|
||||
return
|
||||
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Pre Blur Processing", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var float_pre_blur_push_constants: PackedFloat32Array = [
|
||||
camera_rotation_component.multiplier,
|
||||
camera_movement_component.multiplier,
|
||||
object_movement_component.multiplier,
|
||||
camera_rotation_component.lower_threshold,
|
||||
camera_movement_component.lower_threshold,
|
||||
object_movement_component.lower_threshold,
|
||||
camera_rotation_component.upper_threshold,
|
||||
camera_movement_component.upper_threshold,
|
||||
object_movement_component.upper_threshold,
|
||||
1 if true else 0,
|
||||
0,
|
||||
0,
|
||||
]
|
||||
|
||||
var int_pre_blur_push_constants : PackedInt32Array = [
|
||||
]
|
||||
|
||||
var byte_array = float_pre_blur_push_constants.to_byte_array()
|
||||
byte_array.append_array(int_pre_blur_push_constants.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
for view in range(view_count):
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var velocity_image := render_scene_buffers.get_velocity_layer(view)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
var scene_data_buffer : RID = render_scene_data.get_uniform_buffer()
|
||||
var scene_data_buffer_uniform := RDUniform.new()
|
||||
scene_data_buffer_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
|
||||
scene_data_buffer_uniform.binding = 5
|
||||
scene_data_buffer_uniform.add_id(scene_data_buffer)
|
||||
|
||||
var tex_uniform_set
|
||||
var compute_list
|
||||
|
||||
var x_groups := floori((render_size.x - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
rd.draw_command_begin_label("Process Velocity Buffer " + str(view), Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
tex_uniform_set = UniformSetCacheRD.get_cache(pre_blur_processor_shader, 0, [
|
||||
get_sampler_uniform(depth_image, 0, false),
|
||||
get_sampler_uniform(velocity_image, 1, false),
|
||||
get_image_uniform(custom_velocity_image, 2),
|
||||
scene_data_buffer_uniform,
|
||||
])
|
||||
|
||||
compute_list = rd.compute_list_begin()
|
||||
rd.compute_list_bind_compute_pipeline(compute_list, pre_blur_processor_pipeline)
|
||||
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
|
||||
rd.compute_list_set_push_constant(compute_list, byte_array, byte_array.size())
|
||||
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
|
||||
rd.compute_list_end()
|
||||
rd.draw_command_end_label()
|
||||
rd.draw_command_end_label()
|
||||
|
||||
|
||||
func ensure_texture(texture_name : StringName, render_scene_buffers : RenderSceneBuffersRD, high_accuracy : bool = false, render_size_multiplier : Vector2 = Vector2(1, 1)):
|
||||
var render_size : Vector2 = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
|
||||
|
||||
if render_scene_buffers.has_texture(context, texture_name):
|
||||
var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name)
|
||||
if tf.width != render_size.x or tf.height != render_size.y:
|
||||
render_scene_buffers.clear_context(context)
|
||||
|
||||
if !render_scene_buffers.has_texture(context, texture_name):
|
||||
var usage_bits: int = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
|
||||
var texture_format = RenderingDevice.DATA_FORMAT_R32G32B32A32_SFLOAT if high_accuracy else RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT
|
||||
render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true)
|
@ -1,14 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://ccg27o4i1gfty"
|
||||
path="res://.godot/imported/pre_blur_processor.glsl-15aad2fcd84f6b03da65e9fe7bb8e345.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://PreBlurProcessing/pre_blur_processor.glsl"
|
||||
dest_files=["res://.godot/imported/pre_blur_processor.glsl-15aad2fcd84f6b03da65e9fe7bb8e345.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,144 @@
|
||||
extends CompositorEffect
|
||||
class_name EnhancedCompositorEffect
|
||||
|
||||
var rd: RenderingDevice
|
||||
|
||||
var linear_sampler: RID
|
||||
|
||||
var nearest_sampler : RID
|
||||
|
||||
var context: StringName = "PostProcess"
|
||||
|
||||
var all_shader_stages : Dictionary
|
||||
|
||||
func _init():
|
||||
RenderingServer.call_on_render_thread(_initialize_compute)
|
||||
|
||||
func _notification(what):
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
if !rd:
|
||||
return
|
||||
if linear_sampler.is_valid():
|
||||
rd.free_rid(linear_sampler)
|
||||
if nearest_sampler.is_valid():
|
||||
rd.free_rid(nearest_sampler)
|
||||
for shader_stage in all_shader_stages.keys():
|
||||
if shader_stage.pipeline.is_valid():
|
||||
rd.free_rid(shader_stage.pipeline)
|
||||
if shader_stage.shader.is_valid():
|
||||
rd.free_rid(shader_stage.shader)
|
||||
|
||||
func subscirbe_shader_stage(shader_stage : ShaderStageResource):
|
||||
if all_shader_stages.has(shader_stage):
|
||||
return
|
||||
|
||||
all_shader_stages[shader_stage] = 1
|
||||
|
||||
if rd:
|
||||
generate_shader_stage(shader_stage)
|
||||
|
||||
func unsubscribe_shader_stage(shader_stage : ShaderStageResource):
|
||||
if all_shader_stages.has(shader_stage):
|
||||
all_shader_stages.erase(shader_stage)
|
||||
if !rd:
|
||||
return
|
||||
|
||||
if shader_stage.shader.is_valid():
|
||||
rd.free_rid(shader_stage.shader)
|
||||
if shader_stage.pipeline.is_valid():
|
||||
rd.free_rid(shader_stage.pipeline)
|
||||
|
||||
func _initialize_compute():
|
||||
rd = RenderingServer.get_rendering_device()
|
||||
|
||||
if !rd:
|
||||
return
|
||||
|
||||
var sampler_state := RDSamplerState.new()
|
||||
|
||||
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
|
||||
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
|
||||
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
|
||||
linear_sampler = rd.sampler_create(sampler_state)
|
||||
|
||||
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
|
||||
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
|
||||
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
|
||||
|
||||
nearest_sampler = rd.sampler_create(sampler_state)
|
||||
|
||||
for shader_stage in all_shader_stages.keys():
|
||||
generate_shader_stage(shader_stage)
|
||||
|
||||
func generate_shader_stage(shader_stage : ShaderStageResource):
|
||||
var shader_spirv : RDShaderSPIRV = shader_stage.shader_file.get_spirv()
|
||||
shader_stage.shader = rd.shader_create_from_spirv(shader_spirv)
|
||||
shader_stage.pipeline = rd.compute_pipeline_create(shader_stage.shader)
|
||||
|
||||
func _render_callback(p_effect_callback_type, p_render_data):
|
||||
if !rd:
|
||||
return
|
||||
|
||||
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
|
||||
var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data()
|
||||
if !render_scene_buffers or !render_scene_data:
|
||||
return
|
||||
|
||||
var render_size: Vector2i = render_scene_buffers.get_internal_size()
|
||||
|
||||
if render_size.x == 0 or render_size.y == 0:
|
||||
return
|
||||
|
||||
|
||||
_render_callback_2(render_size, render_scene_buffers, render_scene_data)
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
pass
|
||||
|
||||
func ensure_texture(texture_name : StringName, render_scene_buffers : RenderSceneBuffersRD, texture_format : RenderingDevice.DataFormat = RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, render_size_multiplier : Vector2 = Vector2(1, 1)):
|
||||
var render_size : Vector2i = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
|
||||
|
||||
if render_scene_buffers.has_texture(context, texture_name):
|
||||
var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name)
|
||||
if tf.width != render_size.x or tf.height != render_size.y:
|
||||
render_scene_buffers.clear_context(context)
|
||||
|
||||
if !render_scene_buffers.has_texture(context, texture_name):
|
||||
var usage_bits: int = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
|
||||
render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true)
|
||||
|
||||
func get_image_uniform(image: RID, binding: int) -> RDUniform:
|
||||
var uniform: RDUniform = RDUniform.new()
|
||||
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
|
||||
uniform.binding = binding
|
||||
uniform.add_id(image)
|
||||
return uniform
|
||||
|
||||
func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform:
|
||||
var uniform: RDUniform = RDUniform.new()
|
||||
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
|
||||
uniform.binding = binding
|
||||
uniform.add_id(linear_sampler if linear else nearest_sampler)
|
||||
uniform.add_id(image)
|
||||
return uniform
|
||||
|
||||
func dispatch_stage(stage : ShaderStageResource, uniforms : Array[RDUniform], push_constants : PackedByteArray, dispatch_size : Vector3i, label : String = "DefaultLabel", view : int = 0, color : Color = Color(1, 1, 1, 1)):
|
||||
rd.draw_command_begin_label(label + " " + str(view), color)
|
||||
|
||||
var tex_uniform_set = UniformSetCacheRD.get_cache(stage.shader, 0, uniforms)
|
||||
|
||||
var compute_list = rd.compute_list_begin()
|
||||
rd.compute_list_bind_compute_pipeline(compute_list, stage.pipeline)
|
||||
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
|
||||
|
||||
if !push_constants.is_empty():
|
||||
rd.compute_list_set_push_constant(compute_list, push_constants, push_constants.size())
|
||||
|
||||
rd.compute_list_dispatch(compute_list, dispatch_size.x, dispatch_size.y, dispatch_size.z)
|
||||
|
||||
rd.compute_list_end()
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,9 @@
|
||||
extends EnhancedCompositorEffect
|
||||
class_name MotionBlurCompositorEffect
|
||||
|
||||
func _init():
|
||||
set_deferred("context", "MotionBlur")
|
||||
super()
|
||||
|
||||
func _get_max_dilation_range() -> float:
|
||||
return 0
|
@ -0,0 +1,7 @@
|
||||
extends Resource
|
||||
class_name ShaderStageResource
|
||||
|
||||
@export var shader_file : RDShaderFile
|
||||
|
||||
var shader : RID
|
||||
var pipeline : RID
|
@ -0,0 +1,93 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
#define DBL_MAX 1.7976931348623158e+308
|
||||
#define DBL_MIN 2.2250738585072014e-308
|
||||
|
||||
layout(rgba16f, set = 0, binding = 0) uniform image2D past_color_image;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform image2D output_color_image;
|
||||
layout(set = 0, binding = 2) uniform sampler2D color_sampler;
|
||||
layout(set = 0, binding = 3) uniform sampler2D debug_sampler_1;
|
||||
layout(set = 0, binding = 4) uniform sampler2D debug_sampler_2;
|
||||
layout(set = 0, binding = 5) uniform sampler2D debug_sampler_3;
|
||||
layout(set = 0, binding = 6) uniform sampler2D debug_sampler_4;
|
||||
layout(set = 0, binding = 7) uniform sampler2D debug_sampler_5;
|
||||
layout(set = 0, binding = 8) uniform sampler2D debug_sampler_6;
|
||||
layout(set = 0, binding = 9) uniform sampler2D debug_sampler_7;
|
||||
layout(set = 0, binding = 10) uniform sampler2D debug_sampler_8;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan_fl_1;
|
||||
float nan_fl_2;
|
||||
float nan_fl_3;
|
||||
float nan_fl_4;
|
||||
int freeze;
|
||||
int draw_debug;
|
||||
int debug_page;
|
||||
int nan3;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(color_sampler, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// show past image for freeze frame
|
||||
if(params.freeze > 0)
|
||||
{
|
||||
imageStore(output_color_image, uvi, imageLoad(past_color_image, uvi));
|
||||
return;
|
||||
}
|
||||
// must be on pixel center for whole values (tested)
|
||||
vec2 uvn = vec2(uvi + vec2(0.5)) / render_size;
|
||||
|
||||
vec4 source = textureLod(color_sampler, uvn, 0.0);
|
||||
|
||||
if (params.draw_debug == 0)
|
||||
{
|
||||
imageStore(output_color_image, uvi, source);
|
||||
imageStore(past_color_image, uvi, source);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 tl_col;
|
||||
|
||||
vec4 tr_col;
|
||||
|
||||
vec4 bl_col;
|
||||
|
||||
vec4 br_col;
|
||||
|
||||
if(params.debug_page == 0)
|
||||
{
|
||||
tl_col = textureLod(debug_sampler_1, uvn, 0.0);
|
||||
tr_col = textureLod(debug_sampler_2, uvn, 0.0);
|
||||
bl_col = textureLod(debug_sampler_3, uvn, 0.0);
|
||||
br_col = textureLod(debug_sampler_4, uvn, 0.0);
|
||||
}
|
||||
if(params.debug_page == 1)
|
||||
{
|
||||
tl_col = textureLod(debug_sampler_5, uvn, 0.0);
|
||||
tr_col = textureLod(debug_sampler_6, uvn, 0.0);
|
||||
bl_col = textureLod(debug_sampler_7, uvn, 0.0);
|
||||
br_col = textureLod(debug_sampler_8, uvn, 0.0);
|
||||
}
|
||||
|
||||
imageStore(output_color_image, uvi / 2, tl_col);
|
||||
imageStore(output_color_image, uvi / 2 + ivec2(vec2(0.5, 0.5) * render_size), br_col);
|
||||
imageStore(output_color_image, uvi / 2 + ivec2(vec2(0.0, 0.5) * render_size), bl_col);
|
||||
imageStore(output_color_image, uvi / 2 + ivec2(vec2(0.5, 0.0) * render_size), tr_col);
|
||||
imageStore(past_color_image, uvi / 2, tl_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.5, 0.5) * render_size), br_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.0, 0.5) * render_size), bl_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.5, 0.0) * render_size), tr_col);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://dyxn6g5gvoge7"
|
||||
path="res://.godot/imported/debug_overlay.glsl-5ad15477a64c7f484bc494103ad163b6.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Debug/ShaderFiles/debug_overlay.glsl"
|
||||
dest_files=["res://.godot/imported/debug_overlay.glsl-5ad15477a64c7f484bc494103ad163b6.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://o2bivm33b0v4"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_rqnmr"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://dyxn6g5gvoge7" path="res://addons/SphynxMotionBlurToolkit/Debug/ShaderFiles/debug_overlay.glsl" id="2_qgd1y"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_rqnmr")
|
||||
shader_file = ExtResource("2_qgd1y")
|
107
addons/SphynxMotionBlurToolkit/Debug/post_process_debug.gd
Normal file
107
addons/SphynxMotionBlurToolkit/Debug/post_process_debug.gd
Normal file
@ -0,0 +1,107 @@
|
||||
extends EnhancedCompositorEffect
|
||||
class_name DebugCompositorEffect
|
||||
|
||||
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Debug/debug_overlay_shader_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(overlay_stage)
|
||||
overlay_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
## wether to display debug views for velocity and depth
|
||||
## buffers
|
||||
@export var draw_debug : bool = false
|
||||
|
||||
## currently 0 - 1, flip between velocity buffers
|
||||
## and depth buffers debug views
|
||||
@export var debug_page : int = 0
|
||||
|
||||
@export var debug_1 : String = "debug_1"
|
||||
@export var debug_2 : String = "debug_2"
|
||||
@export var debug_3 : String = "debug_3"
|
||||
@export var debug_4 : String = "debug_4"
|
||||
@export var debug_5 : String = "debug_5"
|
||||
@export var debug_6 : String = "debug_6"
|
||||
@export var debug_7 : String = "debug_7"
|
||||
@export var debug_8 : String = "debug_8"
|
||||
|
||||
var past_color : StringName = "past_color"
|
||||
|
||||
var freeze : bool = false
|
||||
|
||||
func _init():
|
||||
set_deferred("context", "MotionBlur")
|
||||
super()
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
ensure_texture(past_color, render_scene_buffers)
|
||||
ensure_texture(debug_1, render_scene_buffers)
|
||||
ensure_texture(debug_2, render_scene_buffers)
|
||||
ensure_texture(debug_3, render_scene_buffers)
|
||||
ensure_texture(debug_4, render_scene_buffers)
|
||||
ensure_texture(debug_5, render_scene_buffers)
|
||||
ensure_texture(debug_6, render_scene_buffers)
|
||||
ensure_texture(debug_7, render_scene_buffers)
|
||||
ensure_texture(debug_8, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Debug", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
if Input.is_action_just_pressed("freeze"):
|
||||
freeze = !freeze
|
||||
|
||||
if Input.is_action_just_pressed("Z"):
|
||||
draw_debug = !draw_debug
|
||||
|
||||
if Input.is_action_just_pressed("C"):
|
||||
debug_page = 1 if debug_page == 0 else 0
|
||||
|
||||
var push_constant: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
]
|
||||
var int_push_constant : PackedInt32Array = [
|
||||
freeze,
|
||||
draw_debug,
|
||||
debug_page,
|
||||
0
|
||||
]
|
||||
var byte_array = push_constant.to_byte_array()
|
||||
byte_array.append_array(int_push_constant.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
for view in range(view_count):
|
||||
var color_image := render_scene_buffers.get_color_layer(view)
|
||||
var past_color_image := render_scene_buffers.get_texture_slice(context, past_color, view, 0, 1, 1)
|
||||
var debug_1_image := render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1)
|
||||
var debug_2_image := render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1)
|
||||
var debug_3_image := render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1)
|
||||
var debug_4_image := render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1)
|
||||
var debug_5_image := render_scene_buffers.get_texture_slice(context, debug_5, view, 0, 1, 1)
|
||||
var debug_6_image := render_scene_buffers.get_texture_slice(context, debug_6, view, 0, 1, 1)
|
||||
var debug_7_image := render_scene_buffers.get_texture_slice(context, debug_7, view, 0, 1, 1)
|
||||
var debug_8_image := render_scene_buffers.get_texture_slice(context, debug_8, view, 0, 1, 1)
|
||||
|
||||
var x_groups := floori((render_size.x - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(overlay_stage,
|
||||
[
|
||||
get_image_uniform(past_color_image, 0),
|
||||
get_image_uniform(color_image, 1),
|
||||
get_sampler_uniform(color_image, 2),
|
||||
get_sampler_uniform(debug_1_image, 3),
|
||||
get_sampler_uniform(debug_2_image, 4),
|
||||
get_sampler_uniform(debug_3_image, 5),
|
||||
get_sampler_uniform(debug_4_image, 6),
|
||||
get_sampler_uniform(debug_5_image, 7),
|
||||
get_sampler_uniform(debug_6_image, 8),
|
||||
get_sampler_uniform(debug_7_image, 9),
|
||||
get_sampler_uniform(debug_8_image, 10),
|
||||
],
|
||||
byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Debug Overlay",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,156 @@
|
||||
#[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 debug_1_image;
|
||||
layout(rgba16f, set = 0, binding = 7) uniform image2D debug_2_image;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float minimum_user_threshold;
|
||||
float importance_bias;
|
||||
float maximum_jitter_value;
|
||||
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)
|
||||
{
|
||||
return clamp(1. - (a - b) / min(a, b), 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);
|
||||
|
||||
float j = interleaved_gradient_noise(uvi, params.frame) * 2. - 1.;
|
||||
|
||||
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);
|
||||
imageStore(debug_1_image, uvi, base_color);
|
||||
imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1));
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 wn = normalize(vn);
|
||||
|
||||
vec2 vx = textureLod(velocity_sampler, x, 0.0).xy * render_size / 2;
|
||||
|
||||
float vx_length = max(0.5, length(vx));
|
||||
|
||||
vec2 wp = vec2(-wn.y, wn.x);
|
||||
|
||||
if(dot(wp, vx) < 0)
|
||||
{
|
||||
wp = -wp;
|
||||
}
|
||||
|
||||
vec2 wc = normalize(mix(wp, normalize(vx), (vx_length - 0.5) / params.minimum_user_threshold));
|
||||
|
||||
float zx = -0.05 / textureLod(depth_sampler, x, 0.0).x;
|
||||
|
||||
float weight = params.sample_count / (params.importance_bias * vx_length);
|
||||
|
||||
vec4 sum = base_color * weight;
|
||||
|
||||
for(int i = 0; i < params.sample_count; i++)
|
||||
{
|
||||
float t = mix(-1.0, 1.0, (i + j * params.maximum_jitter_value + 1.0) / (params.sample_count + 1.0));
|
||||
|
||||
vec2 d = ((i % 2) > 0) ? vx : vn;
|
||||
|
||||
float T = t * vn_length;
|
||||
|
||||
vec2 y = x + t * d / render_size;
|
||||
|
||||
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 = z_compare(zx, zy);
|
||||
float b = z_compare(zy, zx);
|
||||
|
||||
float wa = dot(wc, d);
|
||||
float wb = dot(normalize(vy), d);
|
||||
|
||||
float ay = f * cone(T, 1. / vy_length) * max(FLT_MIN, abs(wb))
|
||||
+ b * cone(T, 1. / vx_length) * max(FLT_MIN, abs(wa))
|
||||
+ cylinder(T, min(vx_length, vy_length)) * 2 * max(FLT_MIN, max(abs(wa), abs(wb)));
|
||||
|
||||
weight += abs(ay);
|
||||
sum += ay * textureLod(color_sampler, y, 0.0);
|
||||
}
|
||||
|
||||
sum /= weight;
|
||||
|
||||
imageStore(output_color, uvi, sum);
|
||||
imageStore(debug_1_image, uvi, sum);
|
||||
imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://cbdyfuhewqag8"
|
||||
path="res://.godot/imported/guertin_blur.glsl-bc647b2d965e982b702f0e036903e801.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_blur.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_blur.glsl-bc647b2d965e982b702f0e036903e801.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,184 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
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(rgba16f, set = 0, binding = 6) uniform image2D debug_1_image;
|
||||
layout(rgba16f, set = 0, binding = 7) uniform image2D debug_2_image;
|
||||
layout(rgba16f, set = 0, binding = 8) uniform image2D debug_3_image;
|
||||
layout(rgba16f, set = 0, binding = 9) uniform image2D debug_4_image;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float minimum_user_threshold;
|
||||
float importance_bias;
|
||||
float maximum_jitter_value;
|
||||
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 - T / v, 0, 1);
|
||||
}
|
||||
|
||||
float cylinder(float T, float v)
|
||||
{
|
||||
return 1.0 - smoothstep(0.95 * v, 1.05 * v, 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 sze)
|
||||
{
|
||||
return clamp(1. - sze * (a - b) / min(a, b), 0, 1);
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://www.shadertoy.com/view/ftKfzc
|
||||
// ----------------------------------------------------------
|
||||
float interleaved_gradient_noise(vec2 uv){
|
||||
uv += float(params.frame) * (vec2(47, 17) * 0.695);
|
||||
|
||||
vec3 magic = vec3( 0.06711056, 0.00583715, 52.9829189 );
|
||||
|
||||
return fract(magic.z * fract(dot(uv, magic.xy)));
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://github.com/bradparks/KinoMotion__unity_motion_blur/tree/master
|
||||
// ----------------------------------------------------------
|
||||
vec2 safenorm(vec2 v)
|
||||
{
|
||||
float l = max(length(v), 1e-6);
|
||||
return v / l * int(1 >= 0.5);
|
||||
}
|
||||
|
||||
vec2 jitter_tile(vec2 uvi)
|
||||
{
|
||||
float rx, ry;
|
||||
float angle = interleaved_gradient_noise(uvi + vec2(2, 0)) * M_PI * 2;
|
||||
rx = cos(angle);
|
||||
ry = sin(angle);
|
||||
return vec2(rx, ry) / textureSize(neighbor_max, 0) / 4;
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
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);
|
||||
|
||||
float j = interleaved_gradient_noise(uvi) * 2. - 1.;
|
||||
|
||||
vec2 vn = textureLod(neighbor_max, x + jitter_tile(uvi), 0.0).xy * render_size / 2.;
|
||||
|
||||
float vn_length = length(vn);
|
||||
|
||||
vec4 base_color = textureLod(color_sampler, x, 0.0);
|
||||
|
||||
if(vn_length < 0.5)
|
||||
{
|
||||
imageStore(output_color, uvi, base_color);
|
||||
imageStore(debug_1_image, uvi, base_color);
|
||||
imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1));
|
||||
imageStore(debug_3_image, uvi, vec4(0));
|
||||
imageStore(debug_4_image, uvi, vec4(0));
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 wn = safenorm(vn);
|
||||
|
||||
vec2 vx = textureLod(velocity_sampler, x, 0.0).xy * render_size / 2.;
|
||||
|
||||
float vx_length = max(0.5, length(vx));
|
||||
|
||||
vec2 wx = safenorm(vx);
|
||||
|
||||
vec2 wp = vec2(-wn.y, wn.x);
|
||||
|
||||
if(dot(wp, vx) < 0)
|
||||
{
|
||||
wp = -wp;
|
||||
}
|
||||
|
||||
vec2 wc = safenorm(mix(wp, wx, clamp((vx_length - 0.5) / params.minimum_user_threshold, 0, 1)));
|
||||
|
||||
float zx = -0.05 / max(FLT_MIN, textureLod(depth_sampler, x, 0.0).x);
|
||||
|
||||
float total_weight = params.sample_count / (params.importance_bias * vx_length);
|
||||
|
||||
vec4 sum = base_color * total_weight;
|
||||
|
||||
for(int i = 0; i < params.sample_count; i++)
|
||||
{
|
||||
float t = mix(-1.0, 1.0, (i + j * params.maximum_jitter_value + 1.0) / (params.sample_count + 1.0));
|
||||
|
||||
vec2 d = ((i % 2) > 0) ? vx : vn;
|
||||
|
||||
vec2 wd = safenorm(d);
|
||||
|
||||
float T = abs(t * vn_length);
|
||||
|
||||
vec2 y = x + t * d / render_size;
|
||||
|
||||
float wa = dot(wc, wd);
|
||||
|
||||
vec2 vy = textureLod(velocity_sampler, y, 0.0).xy * render_size / 2;
|
||||
|
||||
float vy_length = max(0.5, length(vy));
|
||||
|
||||
float zy = -0.05 / max(FLT_MIN, textureLod(depth_sampler, y, 0.0).x);
|
||||
|
||||
float f = z_compare(zy, zx, 15);
|
||||
float b = z_compare(zx, zy, 15);
|
||||
|
||||
float wb = abs(dot(vy / vy_length, wd));
|
||||
|
||||
float weight = 0.0;
|
||||
weight += f * cone(T, vy_length) * wb;
|
||||
weight += b * cone(T, vx_length) * wa;
|
||||
weight += cylinder(T, min(vy_length, vx_length)) * 2. * max(wa, wb);
|
||||
|
||||
total_weight += weight;
|
||||
|
||||
sum += weight * textureLod(color_sampler, y, 0.0);
|
||||
}
|
||||
|
||||
sum /= total_weight;
|
||||
|
||||
imageStore(output_color, uvi, sum);
|
||||
imageStore(debug_1_image, uvi, sum);
|
||||
imageStore(debug_2_image, uvi, vec4(vn / render_size * 2, 0, 1));
|
||||
imageStore(debug_3_image, uvi, vec4(0));
|
||||
imageStore(debug_4_image, uvi, vec4(0));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://m6rlgfu6i0b3"
|
||||
path="res://.godot/imported/guertin_kino_blur.glsl-71e9932045a7522115793d60f179d67e.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_kino_blur.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_kino_blur.glsl-71e9932045a7522115793d60f179d67e.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,72 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D neighbor_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 max_neighbor_velocity = vec2(0);
|
||||
|
||||
float max_neighbor_velocity_length = 0;
|
||||
|
||||
for(int i = -1; i < 2; i++)
|
||||
{
|
||||
for(int j = -1; j < 2; j++)
|
||||
{
|
||||
vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j);
|
||||
vec2 current_uv = uvn + current_offset;
|
||||
if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bool is_diagonal = (abs(i) + abs(j) == 2);
|
||||
|
||||
vec2 current_neighbor_velocity = textureLod(tile_max, current_uv, 0.0).xy;
|
||||
|
||||
bool facing_center = dot(current_neighbor_velocity, current_offset) > 0;
|
||||
|
||||
if(is_diagonal && !facing_center)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float current_neighbor_velocity_length = dot(current_neighbor_velocity, current_neighbor_velocity);
|
||||
if(current_neighbor_velocity_length > max_neighbor_velocity_length)
|
||||
{
|
||||
max_neighbor_velocity_length = current_neighbor_velocity_length;
|
||||
max_neighbor_velocity = current_neighbor_velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
imageStore(neighbor_max, uvi, vec4(max_neighbor_velocity, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://bn88jkvr17x4j"
|
||||
path="res://.godot/imported/guertin_neighbor_max.glsl-91e836516679e0c51b67df5b480ef0af.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_neighbor_max.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_neighbor_max.glsl-91e836516679e0c51b67df5b480ef0af.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,18 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D blur_sampler;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(blur_sampler, 0));
|
||||
ivec2 output_size = imageSize(color_image);
|
||||
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uv.x >= output_size.x) || (uv.y >= output_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
imageStore(color_image, uv, textureLod(blur_sampler, (vec2(uv) + 0.5) / output_size, 0.0));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://i6rnwhmss334"
|
||||
path="res://.godot/imported/guertin_overlay.glsl-506c18362b63cb0a2477b4a4fbfea046.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_overlay.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_overlay.glsl-506c18362b63cb0a2477b4a4fbfea046.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,55 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D velocity_sampler;
|
||||
layout(set = 0, binding = 1) uniform sampler2D depth_sampler;
|
||||
layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D tile_max_x;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(velocity_sampler, 0));
|
||||
ivec2 output_size = imageSize(tile_max_x);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 global_uvi = uvi * ivec2(params.tile_size, 1);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y) || (global_uvi.x >= render_size.x) || (global_uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec4 max_velocity = vec4(0);
|
||||
|
||||
float max_velocity_length = -1;
|
||||
|
||||
for(int i = 0; i < params.tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(float(i) / render_size.x, 0);
|
||||
vec3 velocity_sample = textureLod(velocity_sampler, current_uv, 0.0).xyz;
|
||||
float current_velocity_length = dot(velocity_sample.xy, velocity_sample.xy);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = vec4(velocity_sample, textureLod(depth_sampler, current_uv, 0.0).x);
|
||||
}
|
||||
}
|
||||
imageStore(tile_max_x, uvi, max_velocity);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://d0s5upcgm7r6l"
|
||||
path="res://.godot/imported/guertin_tile_max_x.glsl-7ca561425618287b0f2821fd8c232f09.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_max_x.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_tile_max_x.glsl-7ca561425618287b0f2821fd8c232f09.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,54 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max_x;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max_x, 0));
|
||||
ivec2 output_size = imageSize(tile_max);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 global_uvi = uvi * ivec2(1, params.tile_size);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y) || (global_uvi.x >= render_size.x) || (global_uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec4 max_velocity = vec4(0);
|
||||
|
||||
float max_velocity_length = -1;
|
||||
|
||||
for(int i = 0; i < params.tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(0, float(i) / render_size.y);
|
||||
vec4 velocity_sample = textureLod(tile_max_x, current_uv, 0.0);
|
||||
float current_velocity_length = dot(velocity_sample.xy, velocity_sample.xy);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = velocity_sample;
|
||||
}
|
||||
}
|
||||
imageStore(tile_max, uvi, max_velocity);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://ceetvitdbio4l"
|
||||
path="res://.godot/imported/guertin_tile_max_y.glsl-60f045725ff6917c4bd911cf3710a444.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_max_y.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_tile_max_y.glsl-60f045725ff6917c4bd911cf3710a444.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,68 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_variance;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
float variance = 0;
|
||||
|
||||
vec2 current_velocity = abs(normalize(textureLod(tile_max, uvn, 0.0).xy));
|
||||
|
||||
float tile_count = 0;
|
||||
|
||||
for(int i = -1; i < 2; i++)
|
||||
{
|
||||
for(int j = -1; j < 2; j++)
|
||||
{
|
||||
vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j);
|
||||
vec2 current_uv = uvn + current_offset;
|
||||
if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if(i == j && i == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
tile_count += 1;
|
||||
|
||||
vec2 current_neighbor_velocity = abs(normalize(textureLod(tile_max, current_uv, 0.0).xy));
|
||||
|
||||
variance += dot(current_velocity, current_neighbor_velocity);
|
||||
}
|
||||
}
|
||||
|
||||
variance /= tile_count;
|
||||
|
||||
imageStore(tile_variance, uvi, vec4(1 - variance));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://by6mslkv0palh"
|
||||
path="res://.godot/imported/guertin_tile_variance.glsl-2fb44423dc25efae19822b8cfbe32a55.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_variance.glsl"
|
||||
dest_files=["res://.godot/imported/guertin_tile_variance.glsl-2fb44423dc25efae19822b8cfbe32a55.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://dre56ajymywpr"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_loemu"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://m6rlgfu6i0b3" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_kino_blur.glsl" id="2_uo41r"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_loemu")
|
||||
shader_file = ExtResource("2_uo41r")
|
262
addons/SphynxMotionBlurToolkit/Guertin/guertin_motion_blur.gd
Normal file
262
addons/SphynxMotionBlurToolkit/Guertin/guertin_motion_blur.gd
Normal file
@ -0,0 +1,262 @@
|
||||
extends MotionBlurCompositorEffect
|
||||
class_name GuertinMotionBlur
|
||||
|
||||
@export_group("Motion Blur", "motion_blur_")
|
||||
# diminishing returns over 16
|
||||
@export_range(4, 64) var motion_blur_samples: int = 25
|
||||
# you really don't want this over 0.5, but you can if you want to try
|
||||
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
|
||||
@export_range(0, 1) var motion_blur_center_fade: float = 0.0
|
||||
|
||||
@export var blur_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_blur_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(blur_stage)
|
||||
blur_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_overlay_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(overlay_stage)
|
||||
overlay_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_max_x_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_tile_max_x_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_x_stage)
|
||||
tile_max_x_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_max_y_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_tile_max_y_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_y_stage)
|
||||
tile_max_y_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var neighbor_max_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_neighbor_max_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(neighbor_max_stage)
|
||||
neighbor_max_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_variance_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/Guertin/guertin_tile_variance_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_variance_stage)
|
||||
tile_variance_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_size : int = 40
|
||||
|
||||
@export var linear_falloff_slope : float = 1
|
||||
|
||||
@export var importance_bias : float = 40
|
||||
|
||||
@export var maximum_jitter_value : float = 0.95
|
||||
|
||||
@export var minimum_user_threshold : float = 1.5
|
||||
|
||||
var output_color: StringName = "output_color"
|
||||
|
||||
var tile_max_x : StringName = "tile_max_x"
|
||||
|
||||
var tile_max : StringName = "tile_max"
|
||||
|
||||
var neighbor_max : StringName = "neighbor_max"
|
||||
|
||||
var tile_variance : StringName = "tile_variance"
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
var debug_1 : StringName = "debug_1"
|
||||
var debug_2 : StringName = "debug_2"
|
||||
var debug_3 : StringName = "debug_3"
|
||||
var debug_4 : StringName = "debug_4"
|
||||
|
||||
var freeze : bool = false
|
||||
|
||||
func _get_max_dilation_range() -> float:
|
||||
return tile_size;
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
ensure_texture(tile_max_x, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1.))
|
||||
ensure_texture(tile_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(neighbor_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(tile_variance, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
ensure_texture(output_color, render_scene_buffers)
|
||||
ensure_texture(debug_1, render_scene_buffers)
|
||||
ensure_texture(debug_2, render_scene_buffers)
|
||||
ensure_texture(debug_3, render_scene_buffers)
|
||||
ensure_texture(debug_4, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var tile_max_x_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_x_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_x_push_constants_byte_array = tile_max_x_push_constants.to_byte_array()
|
||||
tile_max_x_push_constants_byte_array.append_array(int_tile_max_x_push_constants.to_byte_array())
|
||||
|
||||
var tile_max_y_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_y_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_y_push_constants_byte_array = tile_max_y_push_constants.to_byte_array()
|
||||
tile_max_y_push_constants_byte_array.append_array(int_tile_max_y_push_constants.to_byte_array())
|
||||
|
||||
var neighbor_max_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_neighbor_max_push_constants : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var neighbor_max_push_constants_byte_array = neighbor_max_push_constants.to_byte_array()
|
||||
neighbor_max_push_constants_byte_array.append_array(int_neighbor_max_push_constants.to_byte_array())
|
||||
|
||||
var tile_variance_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_variance_push_constants : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_variance_push_constants_byte_array = tile_variance_push_constants.to_byte_array()
|
||||
tile_variance_push_constants_byte_array.append_array(int_tile_variance_push_constants.to_byte_array())
|
||||
|
||||
var blur_push_constants: PackedFloat32Array = [
|
||||
minimum_user_threshold,
|
||||
importance_bias,
|
||||
maximum_jitter_value,
|
||||
0,
|
||||
]
|
||||
var int_blur_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
motion_blur_samples,
|
||||
Engine.get_frames_drawn() % 8,
|
||||
0
|
||||
]
|
||||
var blur_push_constants_byte_array = blur_push_constants.to_byte_array()
|
||||
blur_push_constants_byte_array.append_array(int_blur_push_constants.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
|
||||
for view in range(view_count):
|
||||
var color_image := render_scene_buffers.get_color_layer(view)
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var output_color_image := render_scene_buffers.get_texture_slice(context, output_color, view, 0, 1, 1)
|
||||
var tile_max_x_image := render_scene_buffers.get_texture_slice(context, tile_max_x, view, 0, 1, 1)
|
||||
var tile_max_image := render_scene_buffers.get_texture_slice(context, tile_max, view, 0, 1, 1)
|
||||
var neighbor_max_image := render_scene_buffers.get_texture_slice(context, neighbor_max, view, 0, 1, 1)
|
||||
var tile_variance_image := render_scene_buffers.get_texture_slice(context, tile_variance, view, 0, 1, 1)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
var debug_1_image := render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1)
|
||||
var debug_2_image := render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1)
|
||||
var debug_3_image := render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1)
|
||||
var debug_4_image := render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1)
|
||||
|
||||
var x_groups := floori((render_size.x / tile_size - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_x_stage,
|
||||
[
|
||||
get_sampler_uniform(custom_velocity_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_image_uniform(tile_max_x_image, 2)
|
||||
],
|
||||
tile_max_x_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxX",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x / tile_size - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y / tile_size - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_y_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_x_image, 0, false),
|
||||
get_image_uniform(tile_max_image, 1)
|
||||
],
|
||||
tile_max_y_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxY",
|
||||
view)
|
||||
|
||||
dispatch_stage(neighbor_max_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_image_uniform(neighbor_max_image, 1)
|
||||
],
|
||||
neighbor_max_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"NeighborMax",
|
||||
view)
|
||||
|
||||
dispatch_stage(tile_variance_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_image_uniform(tile_variance_image, 1)
|
||||
],
|
||||
tile_variance_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileVariance",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(blur_stage,
|
||||
[
|
||||
get_sampler_uniform(color_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_sampler_uniform(custom_velocity_image, 2, false),
|
||||
get_sampler_uniform(neighbor_max_image, 3, false),
|
||||
get_sampler_uniform(tile_variance_image, 4, true),
|
||||
get_image_uniform(output_color_image, 5),
|
||||
get_image_uniform(debug_1_image, 6),
|
||||
get_image_uniform(debug_2_image, 7),
|
||||
get_image_uniform(debug_3_image, 8),
|
||||
get_image_uniform(debug_4_image, 9)
|
||||
],
|
||||
blur_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Blur",
|
||||
view)
|
||||
|
||||
dispatch_stage(overlay_stage,
|
||||
[
|
||||
get_sampler_uniform(output_color_image, 0, false),
|
||||
get_image_uniform(color_image, 1)
|
||||
],
|
||||
[],
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Overlay result",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://cvb65hfs2lrxo"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_i1bu0"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://bn88jkvr17x4j" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_neighbor_max.glsl" id="2_jp4do"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_i1bu0")
|
||||
shader_file = ExtResource("2_jp4do")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bidsfymvdyhek"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_2uett"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://i6rnwhmss334" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_overlay.glsl" id="2_evkw4"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_2uett")
|
||||
shader_file = ExtResource("2_evkw4")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://dipvwksvqb3dm"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_bxcqf"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://d0s5upcgm7r6l" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_max_x.glsl" id="2_q6kae"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_bxcqf")
|
||||
shader_file = ExtResource("2_q6kae")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bxfg45ubc2pv7"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_gy5dj"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://ceetvitdbio4l" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_max_y.glsl" id="2_grpec"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_gy5dj")
|
||||
shader_file = ExtResource("2_grpec")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bqehecsdgt70s"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_kkpwt"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://by6mslkv0palh" path="res://addons/SphynxMotionBlurToolkit/Guertin/ShaderFiles/guertin_tile_variance.glsl" id="2_r5u5d"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_kkpwt")
|
||||
shader_file = ExtResource("2_r5u5d")
|
@ -0,0 +1,56 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D velocity_sampler;
|
||||
layout(set = 0, binding = 1) uniform sampler2D depth_sampler;
|
||||
layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D tile_max_x;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(velocity_sampler, 0));
|
||||
ivec2 output_size = imageSize(tile_max_x);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
int tile_size = render_size.x / output_size.x;
|
||||
ivec2 global_uvi = uvi * ivec2(tile_size, 1);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y) || (global_uvi.x >= render_size.x) || (global_uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec4 max_velocity = vec4(0);
|
||||
|
||||
float max_velocity_length = -1;
|
||||
|
||||
for(int i = 0; i < tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(float(i) / render_size.x, 0);
|
||||
vec3 velocity_sample = textureLod(velocity_sampler, current_uv, 0.0).xyz;
|
||||
float current_velocity_length = dot(velocity_sample.xy, velocity_sample.xy);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = vec4(velocity_sample, textureLod(depth_sampler, current_uv, 0.0).x);
|
||||
}
|
||||
}
|
||||
imageStore(tile_max_x, uvi, max_velocity);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://djp3da364fk2l"
|
||||
path="res://.godot/imported/jf_guertin_tile_max_x.glsl-acb187dfb7304d498ecdfb75a54c725d.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_guertin_tile_max_x.glsl"
|
||||
dest_files=["res://.godot/imported/jf_guertin_tile_max_x.glsl-acb187dfb7304d498ecdfb75a54c725d.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,55 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max_x;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max_x, 0));
|
||||
ivec2 output_size = imageSize(tile_max);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
int tile_size = render_size.y / output_size.y;
|
||||
ivec2 global_uvi = uvi * ivec2(1, tile_size);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y) || (global_uvi.x >= render_size.x) || (global_uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec4 max_velocity = vec4(0);
|
||||
|
||||
float max_velocity_length = -1;
|
||||
|
||||
for(int i = 0; i < tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(0, float(i) / render_size.y);
|
||||
vec4 velocity_sample = textureLod(tile_max_x, current_uv, 0.0);
|
||||
float current_velocity_length = dot(velocity_sample.xy, velocity_sample.xy);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = velocity_sample;
|
||||
}
|
||||
}
|
||||
imageStore(tile_max, uvi, max_velocity);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://cqlltc8f21wre"
|
||||
path="res://.godot/imported/jf_guertin_tile_max_y.glsl-8b893536de27f9161f4a8be7b8c5058f.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_guertin_tile_max_y.glsl"
|
||||
dest_files=["res://.godot/imported/jf_guertin_tile_max_y.glsl-8b893536de27f9161f4a8be7b8c5058f.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,68 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max;
|
||||
layout(set = 0, binding = 1) uniform sampler2D tile_max_map;
|
||||
layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D neighbor_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 max_neighbor_velocity = vec2(0);
|
||||
|
||||
float max_neighbor_velocity_length = -1;
|
||||
|
||||
for(int i = -1; i < 2; i++)
|
||||
{
|
||||
for(int j = -1; j < 2; j++)
|
||||
{
|
||||
vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j);
|
||||
vec2 current_uv = uvn + current_offset;
|
||||
if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bool is_diagonal = (abs(i) + abs(j) == 2);
|
||||
|
||||
vec2 current_neighbor_sample = textureLod(tile_max_map, current_uv, 0.0).xy;
|
||||
|
||||
vec2 current_neighbor_velocity = textureLod(tile_max, current_neighbor_sample, 0.0).xy;
|
||||
|
||||
float current_neighbor_velocity_length = dot(current_neighbor_velocity, current_neighbor_velocity);
|
||||
if(current_neighbor_velocity_length > max_neighbor_velocity_length)
|
||||
{
|
||||
max_neighbor_velocity_length = current_neighbor_velocity_length;
|
||||
max_neighbor_velocity = current_neighbor_sample;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
imageStore(neighbor_max, uvi, vec4(max_neighbor_velocity, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://cfk5chwlcyay4"
|
||||
path="res://.godot/imported/jf_neighbor_max.glsl-d9e677fd383d0688a8ad642473870160.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_neighbor_max.glsl"
|
||||
dest_files=["res://.godot/imported/jf_neighbor_max.glsl-d9e677fd383d0688a8ad642473870160.res"]
|
||||
|
||||
[params]
|
||||
|
@ -6,8 +6,8 @@
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D depth_sampler;
|
||||
layout(set = 0, binding = 1) uniform sampler2D velocity_sampler;
|
||||
layout(rg16f, set = 0, binding = 2) uniform writeonly image2D buffer_a;
|
||||
layout(rg16f, set = 0, binding = 3) uniform writeonly image2D buffer_b;
|
||||
layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D buffer_a;
|
||||
layout(rgba16f, set = 0, binding = 3) uniform writeonly image2D buffer_b;
|
||||
layout(set = 0, binding = 4) uniform sampler2D buffer_a_sampler;
|
||||
layout(set = 0, binding = 5) uniform sampler2D buffer_b_sampler;
|
||||
|
||||
@ -46,59 +46,50 @@ const vec2 check_step_kernel[kernel_size] = {
|
||||
vec2(-1, -1),
|
||||
};
|
||||
|
||||
vec4 get_value(bool a, vec2 uv, ivec2 render_size)
|
||||
void get_value(bool a,inout vec2 uv)
|
||||
{
|
||||
if (any(notEqual(uv, clamp(uv, vec2(0.0), vec2(1.0)))))
|
||||
{
|
||||
return vec4(-1, -1, 0, 1);
|
||||
}
|
||||
|
||||
if(a)
|
||||
{
|
||||
return textureLod(buffer_a_sampler, uv, 0.0);
|
||||
uv = textureLod(buffer_a_sampler, uv, 0.0).xy;
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = textureLod(buffer_b_sampler, uv, 0.0).xy;
|
||||
}
|
||||
|
||||
return textureLod(buffer_b_sampler, uv, 0.0);
|
||||
}
|
||||
|
||||
void set_value(bool a, ivec2 uvi, vec4 value, ivec2 render_size)
|
||||
void set_value(bool a, ivec2 uvi, vec4 value)
|
||||
{
|
||||
if (any(notEqual(uvi, clamp(uvi, ivec2(0), render_size))))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(a)
|
||||
{
|
||||
imageStore(buffer_a, uvi, value);
|
||||
return;
|
||||
}
|
||||
|
||||
imageStore(buffer_b, uvi, value);
|
||||
else
|
||||
{
|
||||
imageStore(buffer_b, uvi, value);
|
||||
}
|
||||
}
|
||||
|
||||
// Motion similarity
|
||||
// ----------------------------------------------------------
|
||||
float get_motion_difference(vec2 V, vec2 V2, float parallel_sensitivity, float perpendicular_sensitivity)
|
||||
float get_motion_difference(vec2 V, vec2 V2)
|
||||
{
|
||||
vec2 VO = V - V2;
|
||||
// parallel offset
|
||||
float parallel = abs(dot(VO, V) / max(FLT_MIN, dot(V, V)));
|
||||
// perpendicular offset
|
||||
float perpendicular = abs(dot(VO, vec2(V.y, -V.x)) / max(FLT_MIN, dot(V, V)));
|
||||
// weighted difference
|
||||
float difference = parallel * parallel_sensitivity + perpendicular * perpendicular_sensitivity;
|
||||
return clamp(difference, 0, 1);
|
||||
return clamp(dot(V - V2, V) / dot(V, V), 0, 1);
|
||||
// vec2 VO = V - V2;
|
||||
// float parallel = dot(VO, V) / dot(V, V);
|
||||
// return clamp(parallel, 0, 1);
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
vec4 sample_fitness(vec2 uv_offset, vec4 uv_sample, vec2 render_size)
|
||||
void sample_fitness(vec2 uv_offset, vec4 uv_sample, vec2 render_size, inout vec4 curren_sample_fitness)
|
||||
{
|
||||
vec2 sample_velocity = -uv_sample.xy;
|
||||
|
||||
// if velocity is 0, we never reach it (steps never smaller than 1)
|
||||
if (dot(sample_velocity, sample_velocity) <= FLT_MIN || uv_sample.w == 0)
|
||||
{
|
||||
return vec4(FLT_MAX, FLT_MAX, FLT_MAX, 0);
|
||||
curren_sample_fitness = vec4(FLT_MAX, FLT_MAX, FLT_MAX, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
// velocity space distance (projected pixel offset onto velocity vector)
|
||||
@ -114,7 +105,7 @@ vec4 sample_fitness(vec2 uv_offset, vec4 uv_sample, vec2 render_size)
|
||||
// arbitrary perpendicular limit (lower means tighter dilation, but less reliable)
|
||||
float within_perpen_error_range = step(side_offset, params.perpen_error_thresh * params.motion_blur_intensity);
|
||||
// store relevant data for use in conditions
|
||||
return vec4(absolute_velocity_space_distance, velocity_space_distance, uv_sample.w + uv_sample.z * velocity_space_distance, within_velocity_range * within_perpen_error_range);
|
||||
curren_sample_fitness = vec4(absolute_velocity_space_distance, velocity_space_distance, uv_sample.w + uv_sample.z * velocity_space_distance, within_velocity_range * within_perpen_error_range);
|
||||
}
|
||||
|
||||
float is_sample_better(vec4 a, vec4 b)
|
||||
@ -139,52 +130,64 @@ vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec3 chosen_velocity, vec4
|
||||
float best_depth = best_sample_fitness.z;
|
||||
|
||||
// set temp variable to keet track of better matches
|
||||
float smallest_velocity_difference = params.velocity_match_threshold;
|
||||
float smallest_velocity_difference = 0.99;//params.velocity_match_threshold;
|
||||
// minimum amount of valid velocities to compare before decision
|
||||
int initial_steps_to_compare = 2;
|
||||
|
||||
int steps_to_compare = initial_steps_to_compare;
|
||||
|
||||
float velocity_multiplier;
|
||||
|
||||
vec2 check_uv;
|
||||
|
||||
vec3 velocity_test;
|
||||
|
||||
float depth_test;
|
||||
|
||||
float velocity_difference;
|
||||
|
||||
float current_depth;
|
||||
|
||||
for(int i = -params.backtracking_sample_count; i < params.backtracking_sample_count + 1; i++)
|
||||
{
|
||||
float velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(params.backtracking_sample_count));
|
||||
velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(params.backtracking_sample_count));
|
||||
|
||||
if(velocity_multiplier > params.motion_blur_intensity || velocity_multiplier < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
vec2 check_uv = uvn - chosen_velocity.xy * velocity_multiplier;
|
||||
check_uv = uvn - chosen_velocity.xy * velocity_multiplier;
|
||||
|
||||
if(any(notEqual(check_uv, clamp(check_uv, vec2(0.0), vec2(1.0)))))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// get potential velocity and depth matches
|
||||
vec3 velocity_test = textureLod(velocity_sampler, check_uv, 0.0).xyz;
|
||||
velocity_test = textureLod(velocity_sampler, check_uv, 0.0).xyz;
|
||||
|
||||
float depth_test = textureLod(depth_sampler, check_uv, 0.0).x;
|
||||
depth_test = textureLod(depth_sampler, check_uv, 0.0).x;
|
||||
|
||||
float velocity_difference = get_motion_difference(chosen_velocity.xy, velocity_test.xy, params.parallel_sensitivity, params.perpendicular_sensitivity);
|
||||
velocity_difference = get_motion_difference(chosen_velocity.xy, velocity_test.xy);
|
||||
|
||||
float current_depth = depth_test + chosen_velocity.z * velocity_multiplier;
|
||||
current_depth = depth_test + chosen_velocity.z * velocity_multiplier;
|
||||
|
||||
// if checked sample matches depth and velocity, it is valid for backtracking
|
||||
if((abs(current_depth - best_sample_fitness.z) < params.depth_match_threshold) && (velocity_difference <= smallest_velocity_difference))
|
||||
if((abs(current_depth - best_sample_fitness.z) < 0.002) && (velocity_difference <= smallest_velocity_difference))
|
||||
{
|
||||
best_uv = check_uv;
|
||||
best_multiplier = velocity_multiplier;
|
||||
best_depth = current_depth;
|
||||
if(steps_to_compare == 0)
|
||||
{
|
||||
return vec4(best_uv, best_depth, best_multiplier);
|
||||
return vec4(best_uv, best_depth, 0);
|
||||
}
|
||||
steps_to_compare--;
|
||||
}
|
||||
// if a sample was found and we lost footing after, go with that found sample right away
|
||||
else if(initial_steps_to_compare > steps_to_compare)
|
||||
{
|
||||
return vec4(best_uv, best_depth, best_multiplier);
|
||||
return vec4(best_uv, best_depth, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -205,38 +208,44 @@ void main()
|
||||
|
||||
vec2 uv_step = vec2(round(params.step_size)) / render_size;
|
||||
|
||||
vec4 best_sample_fitness = vec4(FLT_MAX, FLT_MAX, FLT_MAX, 0);
|
||||
vec4 best_sample_fitness = vec4(FLT_MAX, FLT_MAX, FLT_MAX, 0.);
|
||||
|
||||
vec2 chosen_uv = uvn;
|
||||
|
||||
vec3 chosen_velocity = vec3(0);
|
||||
vec3 chosen_velocity = vec3(0.);
|
||||
|
||||
bool set_a = !bool(step(0.5, float(params.iteration_index % 2)));
|
||||
|
||||
vec2 step_offset;
|
||||
|
||||
vec2 check_uv;
|
||||
|
||||
vec4 uv_sample;
|
||||
|
||||
vec4 current_sample_fitness;
|
||||
|
||||
for(int i = 0; i < kernel_size; i++)
|
||||
{
|
||||
vec2 step_offset = check_step_kernel[i] * uv_step;
|
||||
vec2 check_uv = uvn + step_offset;
|
||||
step_offset = check_step_kernel[i] * uv_step;
|
||||
check_uv = uvn + step_offset;
|
||||
|
||||
if(any(notEqual(check_uv, clamp(check_uv, vec2(0.0), vec2(1.0)))))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(params.iteration_index > 0)
|
||||
if(params.iteration_index > 0.)
|
||||
{
|
||||
vec4 buffer_load = get_value(!set_a, check_uv, render_size);
|
||||
|
||||
check_uv = buffer_load.xy;
|
||||
get_value(!set_a, check_uv);
|
||||
|
||||
step_offset = check_uv - uvn;
|
||||
}
|
||||
|
||||
vec4 uv_sample = vec4(textureLod(velocity_sampler, check_uv, 0.0).xyz, textureLod(depth_sampler, check_uv, 0.0).x);
|
||||
uv_sample = vec4(textureLod(velocity_sampler, check_uv, 0.0).xyz, textureLod(depth_sampler, check_uv, 0.0).x);
|
||||
|
||||
vec4 current_sample_fitness = sample_fitness(step_offset, uv_sample, render_size);
|
||||
sample_fitness(step_offset, uv_sample, render_size, current_sample_fitness);
|
||||
|
||||
if (is_sample_better(current_sample_fitness, best_sample_fitness) > 0.5)
|
||||
if (mix(1. - step(best_sample_fitness.x * current_sample_fitness.w, current_sample_fitness.x * best_sample_fitness.w), step(best_sample_fitness.z, current_sample_fitness.z), step(0.5, best_sample_fitness.w) * step(0.5, current_sample_fitness.w)) > 0.5)//is_sample_better(current_sample_fitness, best_sample_fitness) > 0.5)
|
||||
{
|
||||
best_sample_fitness = current_sample_fitness;
|
||||
chosen_uv = check_uv;
|
||||
@ -246,7 +255,7 @@ void main()
|
||||
|
||||
if(params.iteration_index < params.last_iteration_index)
|
||||
{
|
||||
set_value(set_a, uvi, vec4(chosen_uv, 0, 0), render_size);
|
||||
set_value(set_a, uvi, vec4(chosen_uv, 0, 0));
|
||||
return;
|
||||
}
|
||||
|
||||
@ -257,11 +266,11 @@ void main()
|
||||
|
||||
if(best_sample_fitness.w == 0 || depth > backtracked_sample.z)
|
||||
{
|
||||
set_value(set_a, uvi, vec4(uvn, 0, 0), render_size);
|
||||
set_value(set_a, uvi, vec4(uvn, 0, 0));
|
||||
return;
|
||||
}
|
||||
|
||||
set_value(set_a, uvi, backtracked_sample, render_size);
|
||||
set_value(set_a, uvi, backtracked_sample);
|
||||
|
||||
return;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://rkkajixdjosk"
|
||||
path="res://.godot/imported/jfp_backtracking_experimental.glsl-a7a47621c3999d6edb8c655271f824d5.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jfp_backtracking_experimental.glsl"
|
||||
dest_files=["res://.godot/imported/jfp_backtracking_experimental.glsl-a7a47621c3999d6edb8c655271f824d5.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,192 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max_sampler;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D buffer_a;
|
||||
layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D buffer_b;
|
||||
layout(set = 0, binding = 3) uniform sampler2D buffer_a_sampler;
|
||||
layout(set = 0, binding = 4) uniform sampler2D buffer_b_sampler;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
int iteration_index;
|
||||
int last_iteration_index;
|
||||
int nan1;
|
||||
int nan2;
|
||||
float perpen_error_thresh;
|
||||
float sample_step_multiplier;
|
||||
float motion_blur_intensity;
|
||||
float nan_fl_5;
|
||||
float nan_fl_4;
|
||||
float nan_fl_3;
|
||||
float nan_fl_6;
|
||||
float step_exponent_modifier;
|
||||
float step_size;
|
||||
float max_dilation_radius;
|
||||
float nan_fl_1;
|
||||
float nan_fl_2;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
const int kernel_size = 8;
|
||||
|
||||
const vec2 check_step_kernel[kernel_size] = {
|
||||
vec2(-1, 0),
|
||||
vec2(1, 0),
|
||||
vec2(0, -1),
|
||||
vec2(0, 1),
|
||||
vec2(-1, 1),
|
||||
vec2(1, -1),
|
||||
vec2(1, 1),
|
||||
vec2(-1, -1),
|
||||
};
|
||||
|
||||
vec2 get_value(bool a, vec2 uv)
|
||||
{
|
||||
if(a)
|
||||
{
|
||||
return textureLod(buffer_a_sampler, uv, 0.0).xy;
|
||||
}
|
||||
else
|
||||
{
|
||||
return textureLod(buffer_b_sampler, uv, 0.0).xy;
|
||||
}
|
||||
}
|
||||
|
||||
//vec4 get_value(bool a, ivec2 uvi)
|
||||
//{
|
||||
// if(a)
|
||||
// {
|
||||
// return imageLoad(buffer_a, uvi);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// return imageLoad(buffer_b, uvi);
|
||||
// }
|
||||
//}
|
||||
|
||||
void set_value(bool a, ivec2 uvi, vec4 value)
|
||||
{
|
||||
if(a)
|
||||
{
|
||||
imageStore(buffer_a, uvi, value);
|
||||
}
|
||||
else
|
||||
{
|
||||
imageStore(buffer_b, uvi, value);
|
||||
}
|
||||
}
|
||||
|
||||
// Motion similarity
|
||||
// ----------------------------------------------------------
|
||||
float get_motion_difference(vec2 V, vec2 V2)
|
||||
{
|
||||
return clamp(dot(V - V2, V) / dot(V, V), 0, 1);
|
||||
// vec2 VO = V - V2;
|
||||
// float parallel = dot(VO, V) / dot(V, V);
|
||||
// return clamp(parallel, 0, 1);
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
void sample_fitness(vec2 uv_offset, vec4 uv_sample, vec2 render_size, inout vec4 current_sample_fitness)
|
||||
{
|
||||
vec2 sample_velocity = -uv_sample.xy;
|
||||
|
||||
// if velocity is 0, we never reach it (steps never smaller than 1)
|
||||
if (dot(sample_velocity, sample_velocity) <= FLT_MIN || uv_sample.w == 0)
|
||||
{
|
||||
current_sample_fitness = vec4(FLT_MAX, FLT_MAX, FLT_MAX, -1);
|
||||
return;
|
||||
}
|
||||
|
||||
// velocity space distance (projected pixel offset onto velocity vector)
|
||||
float velocity_space_distance = dot(sample_velocity, uv_offset) / dot(sample_velocity, sample_velocity);
|
||||
// the velcity space distance to gravitate the JFA to (found more relieable than doing a 0 - 1 range)
|
||||
float mid_point = params.motion_blur_intensity / 2;
|
||||
// centralize the velocity space distance around that mid point
|
||||
float absolute_velocity_space_distance = abs(velocity_space_distance - mid_point);
|
||||
// if that distance is half the original, its within range (we centered around a mid point)
|
||||
float within_velocity_range = step(absolute_velocity_space_distance, mid_point);
|
||||
// perpendicular offset
|
||||
float side_offset = abs(dot(vec2(uv_offset.y, -uv_offset.x), sample_velocity)) / dot(sample_velocity, sample_velocity);
|
||||
// arbitrary perpendicular limit (lower means tighter dilation, but less reliable)
|
||||
float within_perpen_error_range = step(side_offset, params.perpen_error_thresh * params.motion_blur_intensity);
|
||||
// store relevant data for use in conditions
|
||||
current_sample_fitness = vec4(absolute_velocity_space_distance, velocity_space_distance, uv_sample.w + uv_sample.z * velocity_space_distance, within_velocity_range * within_perpen_error_range);
|
||||
}
|
||||
|
||||
float is_sample_better(vec4 a, vec4 b)
|
||||
{
|
||||
// see explanation at end of code
|
||||
return mix(1. - step(b.x * a.w, a.x * b.w), step(b.z, a.z), step(0.5, b.w) * step(0.5, a.w));//1. - step(a.x * a.w, b.x * b.w);//(a.x > b.x) ? 1 : 0;//1. - step(b.x * a.w, a.x * b.w);//
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max_sampler, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// must be on pixel center for whole values
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 uv_step = vec2(round(params.step_size)) / render_size;
|
||||
|
||||
vec4 best_sample_fitness = vec4(FLT_MAX, FLT_MAX, FLT_MAX, 0);
|
||||
|
||||
vec2 chosen_uv = uvn;
|
||||
|
||||
bool set_a = !bool(step(0.5, float(params.iteration_index % 2)));
|
||||
|
||||
vec2 step_offset;
|
||||
|
||||
vec2 check_uv;
|
||||
|
||||
vec4 uv_sample;
|
||||
|
||||
vec4 current_sample_fitness;
|
||||
|
||||
for(int i = 0; i < kernel_size; i++)
|
||||
{
|
||||
step_offset = check_step_kernel[i] * uv_step;
|
||||
check_uv = uvn + step_offset;
|
||||
|
||||
if(any(notEqual(check_uv, clamp(check_uv, vec2(0.0), vec2(1.0)))))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(params.iteration_index > 0)
|
||||
{
|
||||
check_uv = get_value(!set_a, check_uv).xy;
|
||||
|
||||
step_offset = check_uv - uvn;
|
||||
}
|
||||
|
||||
uv_sample = textureLod(tile_max_sampler, check_uv, 0.0);
|
||||
|
||||
sample_fitness(step_offset, uv_sample, render_size, current_sample_fitness);
|
||||
|
||||
if (is_sample_better(current_sample_fitness, best_sample_fitness) > 0.5)
|
||||
{
|
||||
best_sample_fitness = current_sample_fitness;
|
||||
chosen_uv = check_uv;
|
||||
}
|
||||
}
|
||||
|
||||
set_value(set_a, uvi, vec4(chosen_uv, 0, 0));
|
||||
}
|
||||
//
|
||||
// if((a.w == b.w) && (a.w == 1))
|
||||
// {
|
||||
// return a.z < b.z ? 0. : 1.;
|
||||
// }
|
||||
//
|
||||
// return a.x * b.w < b.x * a.w ? 1. : 0.;
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://c4dywnp7k8rph"
|
||||
path="res://.godot/imported/jfp_simple.glsl-96987ba8c42947c7e648d28f42a73f7a.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jfp_simple.glsl"
|
||||
dest_files=["res://.godot/imported/jfp_simple.glsl-96987ba8c42947c7e648d28f42a73f7a.res"]
|
||||
|
||||
[params]
|
||||
|
@ -11,23 +11,26 @@ layout(set = 0, binding = 1) uniform sampler2D depth_sampler;
|
||||
layout(set = 0, binding = 2) uniform sampler2D vector_sampler;
|
||||
layout(set = 0, binding = 3) uniform sampler2D velocity_map;
|
||||
layout(rgba16f, set = 0, binding = 4) uniform writeonly image2D output_image;
|
||||
layout(rgba16f, set = 0, binding = 5) uniform image2D past_color_image;
|
||||
layout(rgba16f, set = 0, binding = 5) uniform writeonly image2D debug_1_image;
|
||||
layout(rgba16f, set = 0, binding = 6) uniform writeonly image2D debug_2_image;
|
||||
layout(rgba16f, set = 0, binding = 7) uniform writeonly image2D debug_3_image;
|
||||
layout(rgba16f, set = 0, binding = 8) uniform writeonly image2D debug_4_image;
|
||||
layout(rgba16f, set = 0, binding = 9) uniform writeonly image2D debug_5_image;
|
||||
layout(rgba16f, set = 0, binding = 10) uniform writeonly image2D debug_6_image;
|
||||
layout(rgba16f, set = 0, binding = 11) uniform writeonly image2D debug_7_image;
|
||||
layout(rgba16f, set = 0, binding = 12) uniform writeonly image2D debug_8_image;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float motion_blur_samples;
|
||||
float motion_blur_intensity;
|
||||
float motion_blur_center_fade;
|
||||
float debug;
|
||||
float freeze;
|
||||
float frame;
|
||||
float last_iteration_index;
|
||||
float sample_step_multiplier;
|
||||
float step_exponent_modifier;
|
||||
float max_dilation_radius;
|
||||
float nan_fl_3;
|
||||
float nan_fl_4;
|
||||
int debug_page;
|
||||
int nan0;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
@ -72,12 +75,7 @@ void main()
|
||||
{
|
||||
return;
|
||||
}
|
||||
// show past image for freeze frame
|
||||
if(params.freeze > 0)
|
||||
{
|
||||
imageStore(output_image, uvi, imageLoad(past_color_image, uvi));
|
||||
return;
|
||||
}
|
||||
|
||||
// must be on pixel center for whole values (tested)
|
||||
vec2 uvn = vec2(uvi + vec2(0.5)) / render_size;
|
||||
|
||||
@ -89,10 +87,9 @@ void main()
|
||||
|
||||
vec3 naive_velocity = -textureLod(vector_sampler, uvn, 0.0).xyz;
|
||||
// if velocity is 0 and we dont show debug, return right away.
|
||||
if ((dot(dominant_velocity, dominant_velocity) == 0 || params.motion_blur_intensity == 0) && params.debug == 0)
|
||||
if ((dot(dominant_velocity, dominant_velocity) == 0 || params.motion_blur_intensity == 0))
|
||||
{
|
||||
imageStore(output_image, uvi, base_color);
|
||||
imageStore(past_color_image, uvi, base_color);
|
||||
return;
|
||||
}
|
||||
// offset along velocity to blend between sample steps
|
||||
@ -115,40 +112,82 @@ void main()
|
||||
|
||||
vec3 naive_offset = naive_step_sample * noise_offset;
|
||||
|
||||
vec3 dominant_back_offset = -step_sample * (1. - noise_offset);
|
||||
|
||||
vec4 col = base_color * total_weight;
|
||||
|
||||
float naive_depth = textureLod(depth_sampler, uvn, 0.0).x;
|
||||
|
||||
float backstepping_coef = clamp(length(dominant_velocity) / 0.05, 0, 1);
|
||||
|
||||
vec2 dominant_uvo;
|
||||
|
||||
vec2 naive_uvo;
|
||||
|
||||
vec3 current_dominant_offset;
|
||||
|
||||
float current_naive_depth;
|
||||
|
||||
float foreground;
|
||||
|
||||
vec3 current_dominant_velocity;
|
||||
|
||||
float motion_difference;
|
||||
|
||||
float sample_weight;
|
||||
|
||||
float dominant_naive_mix;
|
||||
|
||||
vec2 sample_uv;
|
||||
|
||||
for (int i = 1; i < params.motion_blur_samples; i++)
|
||||
{
|
||||
dominant_offset += step_sample;
|
||||
|
||||
naive_offset += naive_step_sample;
|
||||
|
||||
vec2 dominant_uvo = uvn + dominant_offset.xy;
|
||||
dominant_uvo = uvn + dominant_offset.xy;
|
||||
|
||||
vec2 naive_uvo = uvn + naive_offset.xy;
|
||||
naive_uvo = uvn + naive_offset.xy;
|
||||
|
||||
current_dominant_offset = dominant_offset;
|
||||
|
||||
if (any(notEqual(dominant_uvo, clamp(dominant_uvo, vec2(0.0), vec2(1.0)))))
|
||||
current_naive_depth = textureLod(depth_sampler, dominant_uvo, 0.0).x;
|
||||
// is current depth closer than origin of dilation (stepped into a foreground object)
|
||||
foreground = step(naive_depth + current_dominant_offset.z, current_naive_depth - 0.0001);
|
||||
|
||||
velocity_map_step_sample = textureLod(velocity_map, dominant_uvo, 0.0);
|
||||
|
||||
current_dominant_velocity = -textureLod(vector_sampler, velocity_map_step_sample.xy, 0.0).xyz;
|
||||
|
||||
motion_difference = get_motion_difference(dominant_velocity.xy, current_dominant_velocity.xy, 0.1);
|
||||
|
||||
sample_weight = 1;
|
||||
|
||||
if (any(notEqual(dominant_uvo, clamp(dominant_uvo, vec2(0.0), vec2(1.0)))) || foreground * motion_difference > 0.5)
|
||||
{
|
||||
break;
|
||||
dominant_uvo = uvn + dominant_back_offset.xy;
|
||||
current_dominant_offset = dominant_back_offset;
|
||||
dominant_back_offset -= step_sample;
|
||||
sample_weight = 0.5;//backstepping_coef;
|
||||
}
|
||||
|
||||
velocity_map_step_sample = textureLod(velocity_map, dominant_uvo, 0.0);
|
||||
|
||||
vec3 current_dominant_velocity = -textureLod(vector_sampler, velocity_map_step_sample.xy, 0.0).xyz;
|
||||
|
||||
float current_naive_depth = textureLod(depth_sampler, dominant_uvo, 0.0).x;
|
||||
// is current velocity different than dilated velocity
|
||||
float motion_difference = get_motion_difference(dominant_velocity.xy, current_dominant_velocity.xy, 0.1);
|
||||
// is current depth closer than origin of dilation (object in the foreground)
|
||||
float foreground = step(naive_depth + dominant_offset.z, current_naive_depth - 0.0001);
|
||||
current_dominant_velocity = -textureLod(vector_sampler, velocity_map_step_sample.xy, 0.0).xyz;
|
||||
// is current velocity different than dilated velocity
|
||||
|
||||
current_naive_depth = textureLod(depth_sampler, dominant_uvo, 0.0).x;
|
||||
// is current depth closer than origin of dilation (stepped into a foreground object)
|
||||
foreground = step(naive_depth + current_dominant_offset.z, current_naive_depth - 0.002);
|
||||
|
||||
motion_difference = get_motion_difference(dominant_velocity.xy, current_dominant_velocity.xy, 0.1);
|
||||
// if we are sampling a foreground object and its velocity is different, discard this sample (prevent ghosting)
|
||||
float sample_weight = 1 - (foreground * motion_difference);
|
||||
sample_weight *= 1 - (foreground * motion_difference);
|
||||
|
||||
float dominant_naive_mix = 1. - step(0.9, motion_difference);
|
||||
dominant_naive_mix = 1. - step(0.9, motion_difference);
|
||||
|
||||
vec2 sample_uv = mix(naive_uvo, dominant_uvo, dominant_naive_mix);
|
||||
sample_uv = mix(naive_uvo, dominant_uvo, dominant_naive_mix);
|
||||
|
||||
total_weight += sample_weight;
|
||||
|
||||
@ -157,42 +196,5 @@ void main()
|
||||
|
||||
col /= total_weight;
|
||||
|
||||
if (params.debug == 0)
|
||||
{
|
||||
imageStore(output_image, uvi, col);
|
||||
imageStore(past_color_image, uvi, col);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 tl_col;
|
||||
|
||||
vec4 tr_col;
|
||||
|
||||
vec4 bl_col;
|
||||
|
||||
vec4 br_col;
|
||||
|
||||
if(params.debug_page == 0)
|
||||
{
|
||||
tl_col = vec4((textureLod(vector_sampler, uvn, 0.0).xyz) * vec3(10, 10, 10000), 1);
|
||||
tr_col = vec4(abs(dominant_velocity.xy) * 10, 0, 1);
|
||||
bl_col = vec4(abs(velocity_map_sample.xyw - vec3(uvn, 0)) * vec3(10, 10, 1), 1);
|
||||
br_col = col;
|
||||
}
|
||||
if(params.debug_page == 1)
|
||||
{
|
||||
tl_col = vec4(naive_depth * 10);
|
||||
tr_col = textureLod(color_sampler, velocity_map_sample.xy, 0.0);//
|
||||
//bl_col = vec4(dominant_depth * 10);
|
||||
br_col = col;
|
||||
}
|
||||
|
||||
imageStore(output_image, uvi / 2, tl_col);
|
||||
imageStore(output_image, uvi / 2 + ivec2(vec2(0.5, 0.5) * render_size), br_col);
|
||||
imageStore(output_image, uvi / 2 + ivec2(vec2(0.0, 0.5) * render_size), bl_col);
|
||||
imageStore(output_image, uvi / 2 + ivec2(vec2(0.5, 0.0) * render_size), tr_col);
|
||||
imageStore(past_color_image, uvi / 2, tl_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.5, 0.5) * render_size), br_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.0, 0.5) * render_size), bl_col);
|
||||
imageStore(past_color_image, uvi / 2 + ivec2(vec2(0.5, 0.0) * render_size), tr_col);
|
||||
imageStore(output_image, uvi, col);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://c57nhlyxb4m1t"
|
||||
path="res://.godot/imported/jump_flood_blur.glsl-11f088c8cddfb4c62f32dfa84c694ded.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_blur.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_blur.glsl-11f088c8cddfb4c62f32dfa84c694ded.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,235 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
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 vector_sampler;
|
||||
layout(set = 0, binding = 3) uniform sampler2D velocity_map;
|
||||
layout(rgba16f, set = 0, binding = 4) uniform writeonly image2D output_image;
|
||||
layout(rgba16f, set = 0, binding = 5) uniform writeonly image2D debug_1_image;
|
||||
layout(rgba16f, set = 0, binding = 6) uniform writeonly image2D debug_2_image;
|
||||
layout(rgba16f, set = 0, binding = 7) uniform writeonly image2D debug_3_image;
|
||||
layout(rgba16f, set = 0, binding = 8) uniform writeonly image2D debug_4_image;
|
||||
layout(rgba16f, set = 0, binding = 9) uniform writeonly image2D debug_5_image;
|
||||
layout(rgba16f, set = 0, binding = 10) uniform writeonly image2D debug_6_image;
|
||||
layout(rgba16f, set = 0, binding = 11) uniform writeonly image2D debug_7_image;
|
||||
layout(rgba16f, set = 0, binding = 12) uniform writeonly image2D debug_8_image;
|
||||
layout(set = 0, binding = 13) uniform sampler2D tile_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float motion_blur_samples;
|
||||
float motion_blur_intensity;
|
||||
float motion_blur_center_fade;
|
||||
float frame;
|
||||
float last_iteration_index;
|
||||
float sample_step_multiplier;
|
||||
float step_exponent_modifier;
|
||||
float max_dilation_radius;
|
||||
int nan0;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
} 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 - T / v, 0, 1);
|
||||
}
|
||||
|
||||
float cylinder(float T, float v)
|
||||
{
|
||||
return 1.0 - smoothstep(0.95 * v, 1.05 * v, 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 sze)
|
||||
{
|
||||
return clamp(1. - sze * (a - b) / min(a, b), 0, 1);
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://www.shadertoy.com/view/ftKfzc
|
||||
// ----------------------------------------------------------
|
||||
float interleaved_gradient_noise(vec2 uv){
|
||||
uv += float(params.frame) * (vec2(47, 17) * 0.695);
|
||||
|
||||
vec3 magic = vec3( 0.06711056, 0.00583715, 52.9829189 );
|
||||
|
||||
return fract(magic.z * fract(dot(uv, magic.xy)));
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://github.com/bradparks/KinoMotion__unity_motion_blur/tree/master
|
||||
// ----------------------------------------------------------
|
||||
vec2 safenorm(vec2 v)
|
||||
{
|
||||
float l = max(length(v), 1e-6);
|
||||
return v / l * int(1 >= 0.5);
|
||||
}
|
||||
|
||||
vec2 jitter_tile(vec2 uvi)
|
||||
{
|
||||
float rx, ry;
|
||||
float angle = interleaved_gradient_noise(uvi + vec2(2, 0)) * M_PI * 2;
|
||||
rx = cos(angle);
|
||||
ry = sin(angle);
|
||||
return vec2(rx, ry) / textureSize(tile_max, 0) / 4;
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
float get_motion_difference(vec2 V, vec2 V2, float power)
|
||||
{
|
||||
vec2 VO = V - V2;
|
||||
float difference = dot(VO, V) / max(FLT_MIN, dot(V, V));
|
||||
return pow(clamp(difference, 0, 1), power);
|
||||
}
|
||||
|
||||
vec2 sample_random_offset(vec2 uv, float j)
|
||||
{
|
||||
return vec2(0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(color_sampler, 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 velocity_map_sample = textureLod(velocity_map, x + jitter_tile(uvi), 0.0).xy;
|
||||
|
||||
vec3 vnz = textureLod(tile_max, velocity_map_sample, 0.0).xyz * vec3(render_size, 1);// * 2;
|
||||
|
||||
vec2 vn = vnz.xy;
|
||||
|
||||
float vn_length = max(0.5, length(vn));
|
||||
|
||||
vec2 wn = safenorm(vn);
|
||||
|
||||
vec4 col_x = textureLod(color_sampler, x, 0.0);
|
||||
|
||||
vec3 vxz = textureLod(vector_sampler, x, 0.0).xyz * vec3(render_size, 1);// * 2;
|
||||
|
||||
vec2 vx = vxz.xy;
|
||||
|
||||
if(vn_length <= 0.5)
|
||||
{
|
||||
imageStore(output_image, uvi, col_x);
|
||||
imageStore(debug_1_image, uvi, col_x);
|
||||
imageStore(debug_2_image, uvi, abs(vec4(vn / render_size * 10, vnz.z * 100, 1)));
|
||||
imageStore(debug_3_image, uvi, abs(vec4(velocity_map_sample - x, 0, 1)));
|
||||
imageStore(debug_4_image, uvi, abs(vec4(vx / render_size * 10, vxz.z * 100, 1)));
|
||||
imageStore(debug_5_image, uvi, 10 * abs(textureLod(tile_max, x, 0.0)));
|
||||
imageStore(debug_6_image, uvi, 10 * abs(textureLod(tile_max, textureLod(velocity_map, x, 0.0).xy, 0.0)));
|
||||
imageStore(debug_7_image, uvi, 10 * abs(textureLod(velocity_map, x, 0.0)));
|
||||
imageStore(debug_8_image, uvi, abs(textureLod(velocity_map, x, 0.0) / 10));
|
||||
return;
|
||||
}
|
||||
|
||||
float zx = -0.05 / max(FLT_MIN, textureLod(depth_sampler, x, 0.0).x);
|
||||
|
||||
float vx_length = max(0.5, length(vx));
|
||||
|
||||
vec2 wx = safenorm(vx);
|
||||
|
||||
vec2 wp = vec2(-wn.y, wn.x);
|
||||
|
||||
if(dot(wp, vx) < 0)
|
||||
{
|
||||
wp = -wp;
|
||||
}
|
||||
|
||||
vec2 wc = safenorm(mix(wp, wx, clamp((vx_length - 0.5) / 1.5, 0, 1)));
|
||||
|
||||
float weight = 1;//params.motion_blur_samples / (100 * vx_length);
|
||||
|
||||
vec4 sum = col_x * weight;
|
||||
|
||||
float j = interleaved_gradient_noise(uvi) - 0.5;
|
||||
|
||||
int vnvx = 2;//int(vn_length / (10 + vx_length)) + 2;
|
||||
|
||||
for(int i = 0; i < params.motion_blur_samples; i++)
|
||||
{
|
||||
if(i == (params.motion_blur_samples - 1) / 2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
float t = mix(-1., 0.0, (i + j + 1.0) / (params.motion_blur_samples + 1.0));
|
||||
|
||||
float T = abs(t * vn_length);
|
||||
|
||||
float Tx = abs((t + 0.5) * vn_length);
|
||||
|
||||
bool sample_main_v = !(((i - 1) % vnvx) == 0);
|
||||
|
||||
vec2 d = vn;//sample_main_v ? vn : vx;
|
||||
|
||||
float dz = vnz.z;//sample_main_v ? vnz.z : vxz.z;
|
||||
|
||||
vec2 wd = safenorm(d);
|
||||
|
||||
vec2 y = x + (d / render_size) * t;
|
||||
|
||||
vec2 vy = textureLod(vector_sampler, y, 0.0).xy * render_size;// * 2;
|
||||
|
||||
float vy_length = max(0.5, length(vy));
|
||||
|
||||
float zy = -0.05 / max(FLT_MIN, textureLod(depth_sampler, y, 0.0).x - dz * t);
|
||||
|
||||
float f = z_compare(zy, zx, 15);
|
||||
float b = z_compare(zx, zy, 15);
|
||||
|
||||
float wa = abs(max(0, dot(vy / vy_length, wd)));
|
||||
|
||||
float wb = abs((dot(wc, wd)));
|
||||
|
||||
float cone_x = cone(T, vx_length); // how much of the velocity reaches the current position
|
||||
|
||||
float cone_y = cone(T, vy_length); // how much of the velocity reaches the current position
|
||||
|
||||
float ay = clamp(max(step(FLT_MIN, f * wa * cone_y), step(FLT_MIN, b * wb * cone_x)), 0, 1);// * wb;// + cylinder(T, vy_length) * cylinder(T, vx_length) * 2;//cylinder(T, min(vy_length, vx_length)) * 2. * max(wa, wb);//
|
||||
|
||||
vec4 col_y = textureLod(color_sampler, y, 0.0);
|
||||
|
||||
vec4 final_color = mix(col_x, col_y, ay);
|
||||
|
||||
float final_weight = mix(1, 1, ay);
|
||||
|
||||
weight += final_weight;//ay;
|
||||
sum += final_color * final_weight;// * ay;
|
||||
}
|
||||
|
||||
sum /= weight;
|
||||
|
||||
imageStore(output_image, uvi, sum);
|
||||
|
||||
imageStore(debug_1_image, uvi, sum);
|
||||
imageStore(debug_2_image, uvi, abs(vec4(vn / render_size * 10, vnz.z * 100, 1)));
|
||||
imageStore(debug_3_image, uvi, abs(vec4(velocity_map_sample - x, 0, 1)));
|
||||
imageStore(debug_4_image, uvi, abs(vec4(vx / render_size * 10, vxz.z * 100, 1)));
|
||||
imageStore(debug_5_image, uvi, 10 * abs(textureLod(tile_max, x, 0.0)));
|
||||
imageStore(debug_6_image, uvi, 10 * abs(textureLod(tile_max, textureLod(velocity_map, x, 0.0).xy, 0.0)));
|
||||
imageStore(debug_7_image, uvi, 10 * abs(textureLod(velocity_map, x, 0.0)));
|
||||
imageStore(debug_8_image, uvi, abs(textureLod(velocity_map, x, 0.0) / 10));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://dc6r26wwdjceq"
|
||||
path="res://.godot/imported/jump_flood_mcguire_blur.glsl-01a8aea5f4a3ebff22641db3a49ace6c.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_mcguire_blur.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_mcguire_blur.glsl-01a8aea5f4a3ebff22641db3a49ace6c.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,274 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
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 vector_sampler;
|
||||
layout(set = 0, binding = 3) uniform sampler2D velocity_map;
|
||||
layout(rgba16f, set = 0, binding = 4) uniform writeonly image2D output_image;
|
||||
layout(rgba16f, set = 0, binding = 5) uniform writeonly image2D debug_1_image;
|
||||
layout(rgba16f, set = 0, binding = 6) uniform writeonly image2D debug_2_image;
|
||||
layout(rgba16f, set = 0, binding = 7) uniform writeonly image2D debug_3_image;
|
||||
layout(rgba16f, set = 0, binding = 8) uniform writeonly image2D debug_4_image;
|
||||
layout(rgba16f, set = 0, binding = 9) uniform writeonly image2D debug_5_image;
|
||||
layout(rgba16f, set = 0, binding = 10) uniform writeonly image2D debug_6_image;
|
||||
layout(rgba16f, set = 0, binding = 11) uniform writeonly image2D debug_7_image;
|
||||
layout(rgba16f, set = 0, binding = 12) uniform writeonly image2D debug_8_image;
|
||||
layout(set = 0, binding = 13) uniform sampler2D tile_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float motion_blur_samples;
|
||||
float motion_blur_intensity;
|
||||
float motion_blur_center_fade;
|
||||
float frame;
|
||||
float last_iteration_index;
|
||||
float sample_step_multiplier;
|
||||
float step_exponent_modifier;
|
||||
float max_dilation_radius;
|
||||
int nan0;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
} 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 - T / v, 0, 1);
|
||||
}
|
||||
|
||||
float cylinder(float T, float v)
|
||||
{
|
||||
return 1.0 - smoothstep(0.95 * v, 1.05 * v, 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 sze)
|
||||
{
|
||||
return clamp(1. - sze * (a - b) / min(a, b), 0, 1);
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://www.shadertoy.com/view/ftKfzc
|
||||
// ----------------------------------------------------------
|
||||
float interleaved_gradient_noise(vec2 uv){
|
||||
uv += float(params.frame) * (vec2(47, 17) * 0.695);
|
||||
|
||||
vec3 magic = vec3( 0.06711056, 0.00583715, 52.9829189 );
|
||||
|
||||
return fract(magic.z * fract(dot(uv, magic.xy)));
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
// from https://github.com/bradparks/KinoMotion__unity_motion_blur/tree/master
|
||||
// ----------------------------------------------------------
|
||||
vec2 safenorm(vec2 v)
|
||||
{
|
||||
float l = max(length(v), 1e-6);
|
||||
return v / l * int(1 >= 0.5);
|
||||
}
|
||||
|
||||
vec2 jitter_tile(vec2 uvi)
|
||||
{
|
||||
float rx, ry;
|
||||
float angle = interleaved_gradient_noise(uvi + vec2(2, 0)) * M_PI * 2;
|
||||
rx = cos(angle);
|
||||
ry = sin(angle);
|
||||
return vec2(rx, ry) / textureSize(tile_max, 0) / 4;
|
||||
}
|
||||
// ----------------------------------------------------------
|
||||
|
||||
float get_motion_difference(vec2 V, vec2 V2, float power)
|
||||
{
|
||||
vec2 VO = V - V2;
|
||||
float difference = dot(VO, V) / max(FLT_MIN, dot(V, V));
|
||||
return pow(clamp(difference, 0, 1), power);
|
||||
}
|
||||
|
||||
vec2 sample_random_offset(vec2 uv, float j)
|
||||
{
|
||||
return vec2(0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(color_sampler, 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 velocity_map_sample = textureLod(velocity_map, x + jitter_tile(uvi), 0.0).xy;
|
||||
|
||||
vec3 vnz = textureLod(tile_max, velocity_map_sample, 0.0).xyz * vec3(render_size, 1);// * 2;
|
||||
|
||||
vec2 vn = vnz.xy;
|
||||
|
||||
float vn_length = max(0.5, length(vn));
|
||||
|
||||
vec2 wn = safenorm(vn);
|
||||
|
||||
vec4 col_x = textureLod(color_sampler, x, 0.0);
|
||||
|
||||
vec3 vxz = textureLod(vector_sampler, x, 0.0).xyz * vec3(render_size, 1);// * 2;
|
||||
|
||||
vec2 vx = vxz.xy;
|
||||
|
||||
if(vn_length <= 0.5)
|
||||
{
|
||||
imageStore(output_image, uvi, col_x);
|
||||
imageStore(debug_1_image, uvi, col_x);
|
||||
imageStore(debug_2_image, uvi, abs(vec4(vn / render_size * 10, vnz.z * 100, 1)));
|
||||
imageStore(debug_3_image, uvi, abs(vec4(velocity_map_sample - x, 0, 1)));
|
||||
imageStore(debug_4_image, uvi, abs(vec4(vx / render_size * 10, vxz.z * 100, 1)));
|
||||
imageStore(debug_5_image, uvi, 10 * abs(textureLod(tile_max, x, 0.0)));
|
||||
imageStore(debug_6_image, uvi, 10 * abs(textureLod(tile_max, textureLod(velocity_map, x, 0.0).xy, 0.0)));
|
||||
imageStore(debug_7_image, uvi, 10 * abs(textureLod(velocity_map, x, 0.0)));
|
||||
imageStore(debug_8_image, uvi, abs(textureLod(velocity_map, x, 0.0) / 10));
|
||||
return;
|
||||
}
|
||||
|
||||
float zx = -0.05 / max(FLT_MIN, textureLod(depth_sampler, x, 0.0).x);
|
||||
|
||||
float vx_length = max(0.5, length(vx));
|
||||
|
||||
vec2 wx = safenorm(vx);
|
||||
|
||||
vec2 wp = vec2(-wn.y, wn.x);
|
||||
|
||||
if(dot(wp, vx) < 0)
|
||||
{
|
||||
wp = -wp;
|
||||
}
|
||||
|
||||
vec2 wc = safenorm(mix(wp, wx, clamp((vx_length - 0.5) / 1.5, 0, 1)));
|
||||
|
||||
float weight = 0;// params.motion_blur_samples / (40 * vx_length);
|
||||
|
||||
vec4 sum = col_x * weight;
|
||||
|
||||
float j = interleaved_gradient_noise(uvi) - 0.5;
|
||||
|
||||
int vnvx = 2;//int(vn_length / (10 + vx_length)) + 2;
|
||||
|
||||
float total_back_weight = 1e-10;
|
||||
|
||||
vec4 back_sum = col_x * total_back_weight;
|
||||
|
||||
for(int i = 0; i < params.motion_blur_samples; i++)
|
||||
{
|
||||
float t = mix(-1., 0.0, (i + j + 1.0) / (params.motion_blur_samples + 1.0));
|
||||
|
||||
float T = abs(t * vn_length);
|
||||
|
||||
float Tx = abs((t + 0.5) * vn_length);
|
||||
|
||||
bool sample_main_v = !(((i - 1) % vnvx) == 0);
|
||||
|
||||
vec2 d = vn;//sample_main_v ? vn : vx;
|
||||
|
||||
vec2 nai_d = vx;
|
||||
|
||||
vec2 nai_wd = safenorm(nai_d);
|
||||
|
||||
float nai_dz = vxz.z;
|
||||
|
||||
float dz = vnz.z;//sample_main_v ? vnz.z : vxz.z;
|
||||
|
||||
vec2 wd = safenorm(d);
|
||||
|
||||
vec2 y = x + (d / render_size) * t;
|
||||
|
||||
vec2 nai_y = x + (nai_d / render_size) * t;
|
||||
|
||||
float nai_y_length = max(0.5, length(nai_y));
|
||||
|
||||
vec2 vy = textureLod(vector_sampler, y, 0.0).xy * render_size;// * 2;
|
||||
|
||||
float vy_length = max(0.5, length(vy));
|
||||
|
||||
vec2 nai_vy = textureLod(vector_sampler, nai_y, 0.0).xy * render_size;
|
||||
|
||||
float nai_vy_length = max(0.5, length(nai_vy));
|
||||
|
||||
float zy = -0.05 / max(FLT_MIN, textureLod(depth_sampler, y, 0.0).x - dz * t);
|
||||
|
||||
float nai_zy = -0.05 / max(FLT_MIN, textureLod(depth_sampler, nai_y, 0.0).x - nai_dz * t);
|
||||
|
||||
float f = z_compare(zy, zx, 15);
|
||||
float b = z_compare(zx, zy, 15);
|
||||
|
||||
float wa = abs(max(0, dot(vy / vy_length, wd)));
|
||||
|
||||
float wb = abs((dot(wc, wd)));
|
||||
|
||||
float cone_x = cone(T, vx_length);
|
||||
|
||||
float cone_y = cone(T, vy_length);
|
||||
|
||||
float nai_f = z_compare(nai_zy, zx, 15);
|
||||
|
||||
float nai_b = z_compare(zx, nai_zy, 15);
|
||||
|
||||
float nai_wa = abs(max(0, dot(nai_vy / nai_vy_length, nai_wd)));
|
||||
|
||||
float nai_wb = abs((dot(wc, nai_wd)));
|
||||
|
||||
float nai_cone_y = cone(T, nai_vy_length);
|
||||
|
||||
float ay = max(f * wa * step(FLT_MIN, cone_y), b * wb * cone_x);
|
||||
|
||||
float nai_ay = nai_b;
|
||||
|
||||
vec4 col_y = textureLod(color_sampler, y, 0.0);
|
||||
|
||||
vec4 nai_col_y = textureLod(color_sampler, nai_y, 0.0);
|
||||
|
||||
vec4 col_back = nai_col_y;
|
||||
|
||||
float back_weight = mix(0, 1, nai_ay);
|
||||
|
||||
total_back_weight += back_weight;
|
||||
|
||||
back_sum += col_back * back_weight;
|
||||
|
||||
weight += ay;
|
||||
|
||||
sum += col_y * ay;
|
||||
}
|
||||
|
||||
back_sum *= (params.motion_blur_samples - weight) / total_back_weight;
|
||||
|
||||
sum /= params.motion_blur_samples;
|
||||
|
||||
back_sum /= params.motion_blur_samples;
|
||||
|
||||
imageStore(output_image, uvi, sum + back_sum);
|
||||
|
||||
imageStore(debug_1_image, uvi, sum + back_sum);
|
||||
imageStore(debug_2_image, uvi, abs(vec4(vn / render_size * 10, vnz.z * 100, 1)));
|
||||
imageStore(debug_3_image, uvi, abs(vec4(velocity_map_sample - x, 0, 1)));
|
||||
imageStore(debug_4_image, uvi, abs(vec4(vx / render_size * 10, vxz.z * 100, 1)));
|
||||
imageStore(debug_5_image, uvi, 10 * abs(textureLod(tile_max, x, 0.0)));
|
||||
imageStore(debug_6_image, uvi, 10 * abs(textureLod(tile_max, textureLod(velocity_map, x, 0.0).xy, 0.0)));
|
||||
imageStore(debug_7_image, uvi, 10 * abs(textureLod(velocity_map, x, 0.0)));
|
||||
imageStore(debug_8_image, uvi, abs(textureLod(velocity_map, x, 0.0) / 10));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://bdm5t4l1y3ts7"
|
||||
path="res://.godot/imported/jump_flood_new_blur.glsl-ebfb8c41097767aad8ea133e2ff78878.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_new_blur.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_new_blur.glsl-ebfb8c41097767aad8ea133e2ff78878.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://dig08kpnfakuf"
|
||||
path="res://.godot/imported/jump_flood_overlay.glsl-fc28b3ae9a688e5da04536a5cdb7b76e.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_overlay.glsl"
|
||||
dest_files=["res://.godot/imported/jump_flood_overlay.glsl-fc28b3ae9a688e5da04536a5cdb7b76e.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bj3exhmsfcx4w"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_v4e3u"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://c4dywnp7k8rph" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jfp_simple.glsl" id="2_msxel"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_v4e3u")
|
||||
shader_file = ExtResource("2_msxel")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://nhb123qs0ja8"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_fyqxe"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://c57nhlyxb4m1t" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_blur.glsl" id="2_c1vs2"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_fyqxe")
|
||||
shader_file = ExtResource("2_c1vs2")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://clwi2fnp1nm3r"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_eeyf1"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://rkkajixdjosk" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jfp_backtracking_experimental.glsl" id="2_o6bvw"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_eeyf1")
|
||||
shader_file = ExtResource("2_o6bvw")
|
@ -0,0 +1,270 @@
|
||||
extends MotionBlurCompositorEffect
|
||||
class_name SphynxOldJumpFloodMotionBlur
|
||||
|
||||
@export_group("Motion Blur", "motion_blur_")
|
||||
# diminishing returns over 16
|
||||
@export_range(4, 64) var motion_blur_samples: int = 8
|
||||
# you really don't want this over 0.5, but you can if you want to try
|
||||
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
|
||||
@export_range(0, 1) var motion_blur_center_fade: float = 0.0
|
||||
|
||||
@export var blur_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_blur_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(blur_stage)
|
||||
blur_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_overlay_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(overlay_stage)
|
||||
overlay_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var construct_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_construction_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(construct_stage)
|
||||
construct_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
## the portion of speed that is allowed for side bleed of velocities
|
||||
## during the jfa dilation passes and before backtracking. Getting this a higher value
|
||||
## would make it so that meshes at movement blur more reliably, but also bleed
|
||||
## further perpendicularly to their velocity, thus wash elemets behind them out.
|
||||
@export var perpen_error_threshold : float = 0.5
|
||||
|
||||
## an initial step size that can increase the dilation radius proportionally, at the
|
||||
## sacrifice of some quality in the final resolution of the dilation.[br][br]
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var sample_step_multiplier : float = 16
|
||||
|
||||
## by default, the jump flood makes samples along distances that start
|
||||
## at 2 to the power of the pass count you want to perform, which is also
|
||||
## the dilation radius you desire. You can change it to values higher than
|
||||
## 2 with this variable, and reach higher dilation radius at the sacrifice of
|
||||
## some accuracy in the dilation.
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var step_exponent_modifier : float = 1
|
||||
|
||||
## how many steps along a range of 2 velocities from the
|
||||
## dilation target velocity space do we go along to find a better fitting velocity sample
|
||||
## higher samples meaning higher detail getting captured and blurred
|
||||
@export var backtracking_sample_count : int = 8
|
||||
|
||||
## how sensitive the backtracking for velocities be
|
||||
@export var backtracking_velocity_match_threshold : float = 0.9
|
||||
|
||||
## how sensitively the backtracking should treat velocities that are a different
|
||||
## length along that velocity
|
||||
@export var backtracking_velocity_match_parallel_sensitivity : float = 1
|
||||
|
||||
## how sensitively the backtracking should treat velcoities that have perpendicular
|
||||
## offset to that velocity
|
||||
@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.05
|
||||
|
||||
## how closely does the depth of the backtracked sample has to match the original sample to be
|
||||
## considered (in NDC space)
|
||||
@export var backtracbing_depth_match_threshold : float = 0.001
|
||||
|
||||
## the number of passes performed by the jump flood algorithm based dilation,
|
||||
## each pass added doubles the maximum radius of dilation available.[br][br]
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var JFA_pass_count : int = 3
|
||||
|
||||
## wether this motion blur stays the same intensity below
|
||||
## target_constant_framerate
|
||||
@export var framerate_independent : bool = true
|
||||
|
||||
## Description: Removes clamping on motion blur scale to allow framerate independent motion
|
||||
## blur to scale longer than realistically possible when render framerate is higher
|
||||
## than target framerate.[br][br]
|
||||
## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
|
||||
## produces inaccurate results, and would likely cause nausea in players over
|
||||
## long exposure durations, use with caution and out of artistic intent
|
||||
@export var uncapped_independence : bool = false
|
||||
|
||||
## if framerate_independent is enabled, the blur would simulate
|
||||
## sutter speeds at that framerate, and up.
|
||||
@export var target_constant_framerate : float = 30
|
||||
|
||||
var texture: StringName = "texture"
|
||||
|
||||
var buffer_a : StringName = "buffer_a"
|
||||
var buffer_b : StringName = "buffer_b"
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
@export var debug_1 : String = "debug_1"
|
||||
@export var debug_2 : String = "debug_2"
|
||||
@export var debug_3 : String = "debug_3"
|
||||
@export var debug_4 : String = "debug_4"
|
||||
@export var debug_5 : String = "debug_5"
|
||||
@export var debug_6 : String = "debug_6"
|
||||
@export var debug_7 : String = "debug_7"
|
||||
@export var debug_8 : String = "debug_8"
|
||||
|
||||
var temp_motion_blur_intensity : float
|
||||
|
||||
var previous_time : float = 0
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
var time : float = float(Time.get_ticks_msec()) / 1000
|
||||
|
||||
var delta_time : float = time - previous_time
|
||||
|
||||
previous_time = time
|
||||
|
||||
temp_motion_blur_intensity = motion_blur_intensity
|
||||
|
||||
if framerate_independent:
|
||||
var capped_frame_time : float = 1 / target_constant_framerate
|
||||
|
||||
if !uncapped_independence:
|
||||
capped_frame_time = min(capped_frame_time, delta_time)
|
||||
|
||||
temp_motion_blur_intensity = motion_blur_intensity * capped_frame_time / delta_time
|
||||
|
||||
|
||||
ensure_texture(texture, render_scene_buffers)
|
||||
ensure_texture(buffer_a, render_scene_buffers)#, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
|
||||
ensure_texture(buffer_b, render_scene_buffers)#, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
|
||||
ensure_texture(debug_1, render_scene_buffers)
|
||||
ensure_texture(debug_2, render_scene_buffers)
|
||||
ensure_texture(debug_3, render_scene_buffers)
|
||||
ensure_texture(debug_4, render_scene_buffers)
|
||||
ensure_texture(debug_5, render_scene_buffers)
|
||||
ensure_texture(debug_6, render_scene_buffers)
|
||||
ensure_texture(debug_7, render_scene_buffers)
|
||||
ensure_texture(debug_8, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var last_iteration_index : int = JFA_pass_count - 1;
|
||||
|
||||
var max_dilation_radius : float = pow(2 + step_exponent_modifier, last_iteration_index) * sample_step_multiplier / motion_blur_intensity;
|
||||
|
||||
var push_constant: PackedFloat32Array = [
|
||||
motion_blur_samples,
|
||||
temp_motion_blur_intensity,
|
||||
motion_blur_center_fade,
|
||||
Engine.get_frames_drawn() % 8,
|
||||
last_iteration_index,
|
||||
sample_step_multiplier,
|
||||
step_exponent_modifier,
|
||||
max_dilation_radius,
|
||||
]
|
||||
var int_push_constant : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var byte_array = push_constant.to_byte_array()
|
||||
byte_array.append_array(int_push_constant.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
for view in range(view_count):
|
||||
var color_image := render_scene_buffers.get_color_layer(view)
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var texture_image := render_scene_buffers.get_texture_slice(context, texture, view, 0, 1, 1)
|
||||
var buffer_a_image := render_scene_buffers.get_texture_slice(context, buffer_a, view, 0, 1, 1)
|
||||
var buffer_b_image := render_scene_buffers.get_texture_slice(context, buffer_b, view, 0, 1, 1)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
var debug_1_image := render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1)
|
||||
var debug_2_image := render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1)
|
||||
var debug_3_image := render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1)
|
||||
var debug_4_image := render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1)
|
||||
var debug_5_image := render_scene_buffers.get_texture_slice(context, debug_5, view, 0, 1, 1)
|
||||
var debug_6_image := render_scene_buffers.get_texture_slice(context, debug_6, view, 0, 1, 1)
|
||||
var debug_7_image := render_scene_buffers.get_texture_slice(context, debug_7, view, 0, 1, 1)
|
||||
var debug_8_image := render_scene_buffers.get_texture_slice(context, debug_8, view, 0, 1, 1)
|
||||
|
||||
rd.draw_command_begin_label("Construct blur " + str(view), Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var tex_uniform_set
|
||||
var compute_list
|
||||
|
||||
var x_groups := floori((render_size.x - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
tex_uniform_set = UniformSetCacheRD.get_cache(construct_stage.shader, 0, [
|
||||
get_sampler_uniform(depth_image, 0, false),
|
||||
get_sampler_uniform(custom_velocity_image, 1, false),
|
||||
get_image_uniform(buffer_a_image, 2),
|
||||
get_image_uniform(buffer_b_image, 3),
|
||||
get_sampler_uniform(buffer_a_image, 4, false),
|
||||
get_sampler_uniform(buffer_b_image, 5, false)
|
||||
])
|
||||
|
||||
compute_list = rd.compute_list_begin()
|
||||
rd.compute_list_bind_compute_pipeline(compute_list, construct_stage.pipeline)
|
||||
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
|
||||
|
||||
for i in JFA_pass_count:
|
||||
var jf_push_constants : PackedInt32Array = [
|
||||
i,
|
||||
last_iteration_index,
|
||||
backtracking_sample_count,
|
||||
16
|
||||
]
|
||||
|
||||
var step_size : float = round(pow(2 + step_exponent_modifier, last_iteration_index - i)) * sample_step_multiplier;
|
||||
|
||||
var jf_float_push_constants_test : PackedFloat32Array = [
|
||||
perpen_error_threshold,
|
||||
sample_step_multiplier,
|
||||
temp_motion_blur_intensity,
|
||||
backtracking_velocity_match_threshold,
|
||||
backtracking_velocity_match_parallel_sensitivity,
|
||||
backtracking_velcoity_match_perpendicular_sensitivity,
|
||||
backtracbing_depth_match_threshold,
|
||||
step_exponent_modifier,
|
||||
step_size,
|
||||
max_dilation_radius,
|
||||
0,
|
||||
0
|
||||
]
|
||||
|
||||
var jf_byte_array = jf_push_constants.to_byte_array()
|
||||
jf_byte_array.append_array(jf_float_push_constants_test.to_byte_array())
|
||||
|
||||
rd.compute_list_set_push_constant(compute_list, jf_byte_array, jf_byte_array.size())
|
||||
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
|
||||
|
||||
rd.compute_list_end()
|
||||
|
||||
rd.draw_command_end_label()
|
||||
|
||||
dispatch_stage(blur_stage,
|
||||
[
|
||||
get_sampler_uniform(color_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_sampler_uniform(custom_velocity_image, 2, false),
|
||||
get_sampler_uniform(buffer_b_image if last_iteration_index % 2 else buffer_a_image, 3, false),
|
||||
get_image_uniform(texture_image, 4),
|
||||
get_image_uniform(debug_1_image, 5),
|
||||
get_image_uniform(debug_2_image, 6),
|
||||
get_image_uniform(debug_3_image, 7),
|
||||
get_image_uniform(debug_4_image, 8),
|
||||
get_image_uniform(debug_5_image, 9),
|
||||
get_image_uniform(debug_6_image, 10),
|
||||
get_image_uniform(debug_7_image, 11),
|
||||
get_image_uniform(debug_8_image, 12),
|
||||
],
|
||||
byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Compute Blur",
|
||||
view)
|
||||
|
||||
dispatch_stage(overlay_stage,
|
||||
[
|
||||
get_sampler_uniform(texture_image, 0),
|
||||
get_image_uniform(color_image, 1)
|
||||
],
|
||||
[],
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Overlay Result",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://co5k7plgmxepi"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_8et3l"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://cfk5chwlcyay4" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_neighbor_max.glsl" id="2_fub7x"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_8et3l")
|
||||
shader_file = ExtResource("2_fub7x")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://dc5fr84ue3dn5"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_6wgo2"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://dig08kpnfakuf" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_overlay.glsl" id="2_ljukb"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_6wgo2")
|
||||
shader_file = ExtResource("2_ljukb")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://c10aboaly701b"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_5367c"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://djp3da364fk2l" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_guertin_tile_max_x.glsl" id="2_1b71e"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_5367c")
|
||||
shader_file = ExtResource("2_1b71e")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://cymk87e4nyxva"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_5vg08"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://cqlltc8f21wre" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jf_guertin_tile_max_y.glsl" id="2_iusae"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_5vg08")
|
||||
shader_file = ExtResource("2_iusae")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bk5yd5plopwi2"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_ljx3c"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://bdm5t4l1y3ts7" path="res://addons/SphynxMotionBlurToolkit/JumpFlood/ShaderFiles/jump_flood_new_blur.glsl" id="2_ase62"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_ljx3c")
|
||||
shader_file = ExtResource("2_ase62")
|
@ -0,0 +1,353 @@
|
||||
extends MotionBlurCompositorEffect
|
||||
class_name SphynxSimpleJumpFloodMotionBlur
|
||||
|
||||
@export_group("Motion Blur", "motion_blur_")
|
||||
# diminishing returns over 16
|
||||
@export_range(4, 64) var motion_blur_samples: int = 16
|
||||
# you really don't want this over 0.5, but you can if you want to try
|
||||
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
|
||||
@export_range(0, 1) var motion_blur_center_fade: float = 0.0
|
||||
|
||||
@export var tile_max_x_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_tile_max_x_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_x_stage)
|
||||
tile_max_x_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_max_y_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_tile_max_y_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_y_stage)
|
||||
tile_max_y_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var construct_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jf_simple_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(construct_stage)
|
||||
construct_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var neighbor_max_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_neighbor_max_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(neighbor_max_stage)
|
||||
neighbor_max_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var blur_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/simple_jf_blur_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(blur_stage)
|
||||
blur_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_overlay_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(overlay_stage)
|
||||
overlay_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
## the portion of speed that is allowed for side bleed of velocities
|
||||
## during the jfa dilation passes and before backtracking. Getting this a higher value
|
||||
## would make it so that meshes at movement blur more reliably, but also bleed
|
||||
## further perpendicularly to their velocity, thus wash elemets behind them out.
|
||||
@export var perpen_error_threshold : float = 0.5
|
||||
|
||||
## an initial step size that can increase the dilation radius proportionally, at the
|
||||
## sacrifice of some quality in the final resolution of the dilation.[br][br]
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var sample_step_multiplier : int = 16
|
||||
|
||||
## by default, the jump flood makes samples along distances that start
|
||||
## at 2 to the power of the pass count you want to perform, which is also
|
||||
## the dilation radius you desire. You can change it to values higher than
|
||||
## 2 with this variable, and reach higher dilation radius at the sacrifice of
|
||||
## some accuracy in the dilation.
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var step_exponent_modifier : float = 1
|
||||
|
||||
## the number of passes performed by the jump flood algorithm based dilation,
|
||||
## each pass added doubles the maximum radius of dilation available.[br][br]
|
||||
## the formula for the maximum radius of the dilation (in pixels) is: pow(2 + step_exponent_modifier, JFA_pass_count) * sample_step_multiplier
|
||||
@export var JFA_pass_count : int = 3
|
||||
|
||||
## wether this motion blur stays the same intensity below
|
||||
## target_constant_framerate
|
||||
@export var framerate_independent : bool = true
|
||||
|
||||
## Description: Removes clamping on motion blur scale to allow framerate independent motion
|
||||
## blur to scale longer than realistically possible when render framerate is higher
|
||||
## than target framerate.[br][br]
|
||||
## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
|
||||
## produces inaccurate results, and would likely cause nausea in players over
|
||||
## long exposure durations, use with caution and out of artistic intent
|
||||
@export var uncapped_independence : bool = false
|
||||
|
||||
## if framerate_independent is enabled, the blur would simulate
|
||||
## sutter speeds at that framerate, and up.
|
||||
@export var target_constant_framerate : float = 30
|
||||
|
||||
var tile_max_x : StringName = "tile_max_x"
|
||||
|
||||
var tile_max : StringName = "tile_max"
|
||||
|
||||
var neighbor_max : StringName = "neighbor_max"
|
||||
|
||||
var output_color : StringName = "output_color"
|
||||
|
||||
var buffer_a : StringName = "buffer_a"
|
||||
var buffer_b : StringName = "buffer_b"
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
var debug_1 : String = "debug_1"
|
||||
var debug_2 : String = "debug_2"
|
||||
var debug_3 : String = "debug_3"
|
||||
var debug_4 : String = "debug_4"
|
||||
var debug_5 : String = "debug_5"
|
||||
var debug_6 : String = "debug_6"
|
||||
var debug_7 : String = "debug_7"
|
||||
var debug_8 : String = "debug_8"
|
||||
|
||||
var temp_motion_blur_intensity : float
|
||||
|
||||
var previous_time : float = 0
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
var time : float = float(Time.get_ticks_msec()) / 1000
|
||||
|
||||
var delta_time : float = time - previous_time
|
||||
|
||||
previous_time = time
|
||||
|
||||
temp_motion_blur_intensity = motion_blur_intensity
|
||||
|
||||
if framerate_independent:
|
||||
var capped_frame_time : float = 1 / target_constant_framerate
|
||||
|
||||
if !uncapped_independence:
|
||||
capped_frame_time = min(capped_frame_time, delta_time)
|
||||
|
||||
temp_motion_blur_intensity = motion_blur_intensity * capped_frame_time / delta_time
|
||||
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
ensure_texture(tile_max_x, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / sample_step_multiplier, 1.))
|
||||
ensure_texture(tile_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / sample_step_multiplier, 1. / sample_step_multiplier))
|
||||
ensure_texture(buffer_a, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / sample_step_multiplier, 1. / sample_step_multiplier))
|
||||
ensure_texture(buffer_b, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / sample_step_multiplier, 1. / sample_step_multiplier))
|
||||
ensure_texture(neighbor_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / sample_step_multiplier, 1. / sample_step_multiplier))
|
||||
ensure_texture(output_color, render_scene_buffers)
|
||||
ensure_texture(debug_1, render_scene_buffers)
|
||||
ensure_texture(debug_2, render_scene_buffers)
|
||||
ensure_texture(debug_3, render_scene_buffers)
|
||||
ensure_texture(debug_4, render_scene_buffers)
|
||||
ensure_texture(debug_5, render_scene_buffers)
|
||||
ensure_texture(debug_6, render_scene_buffers)
|
||||
ensure_texture(debug_7, render_scene_buffers)
|
||||
ensure_texture(debug_8, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var last_iteration_index : int = JFA_pass_count - 1;
|
||||
|
||||
var max_dilation_radius : float = pow(2 + step_exponent_modifier, last_iteration_index) * sample_step_multiplier / motion_blur_intensity;
|
||||
|
||||
var tile_max_x_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_x_push_constants : PackedInt32Array = [
|
||||
sample_step_multiplier,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_x_push_constants_byte_array = tile_max_x_push_constants.to_byte_array()
|
||||
tile_max_x_push_constants_byte_array.append_array(int_tile_max_x_push_constants.to_byte_array())
|
||||
|
||||
var tile_max_y_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_y_push_constants : PackedInt32Array = [
|
||||
sample_step_multiplier,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_y_push_constants_byte_array = tile_max_y_push_constants.to_byte_array()
|
||||
tile_max_y_push_constants_byte_array.append_array(int_tile_max_y_push_constants.to_byte_array())
|
||||
var neighbor_max_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_neighbor_max_push_constants : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var neighbor_max_push_constants_byte_array = neighbor_max_push_constants.to_byte_array()
|
||||
neighbor_max_push_constants_byte_array.append_array(int_neighbor_max_push_constants.to_byte_array())
|
||||
|
||||
var push_constant: PackedFloat32Array = [
|
||||
motion_blur_samples,
|
||||
temp_motion_blur_intensity,
|
||||
motion_blur_center_fade,
|
||||
Engine.get_frames_drawn() % 8,
|
||||
last_iteration_index,
|
||||
sample_step_multiplier,
|
||||
step_exponent_modifier,
|
||||
max_dilation_radius,
|
||||
]
|
||||
var int_push_constant : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var byte_array = push_constant.to_byte_array()
|
||||
byte_array.append_array(int_push_constant.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
for view in range(view_count):
|
||||
var color_image := render_scene_buffers.get_color_layer(view)
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var output_color_image := render_scene_buffers.get_texture_slice(context, output_color, view, 0, 1, 1)
|
||||
var buffer_a_image := render_scene_buffers.get_texture_slice(context, buffer_a, view, 0, 1, 1)
|
||||
var buffer_b_image := render_scene_buffers.get_texture_slice(context, buffer_b, view, 0, 1, 1)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
var tile_max_x_image := render_scene_buffers.get_texture_slice(context, tile_max_x, view, 0, 1, 1)
|
||||
var tile_max_image := render_scene_buffers.get_texture_slice(context, tile_max, view, 0, 1, 1)
|
||||
var neighbor_max_image := render_scene_buffers.get_texture_slice(context, neighbor_max, view, 0, 1, 1)
|
||||
var debug_1_image := render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1)
|
||||
var debug_2_image := render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1)
|
||||
var debug_3_image := render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1)
|
||||
var debug_4_image := render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1)
|
||||
var debug_5_image := render_scene_buffers.get_texture_slice(context, debug_5, view, 0, 1, 1)
|
||||
var debug_6_image := render_scene_buffers.get_texture_slice(context, debug_6, view, 0, 1, 1)
|
||||
var debug_7_image := render_scene_buffers.get_texture_slice(context, debug_7, view, 0, 1, 1)
|
||||
var debug_8_image := render_scene_buffers.get_texture_slice(context, debug_8, view, 0, 1, 1)
|
||||
|
||||
var x_groups := floori((render_size.x / sample_step_multiplier - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_x_stage,
|
||||
[
|
||||
get_sampler_uniform(custom_velocity_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_image_uniform(tile_max_x_image, 2)
|
||||
],
|
||||
tile_max_x_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxX",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x / sample_step_multiplier - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y / sample_step_multiplier - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_y_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_x_image, 0, false),
|
||||
get_image_uniform(tile_max_image, 1)
|
||||
],
|
||||
tile_max_y_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxY",
|
||||
view)
|
||||
|
||||
for i in JFA_pass_count:
|
||||
var jf_push_constants : PackedInt32Array = [
|
||||
i,
|
||||
last_iteration_index,
|
||||
0,
|
||||
16
|
||||
]
|
||||
|
||||
var step_size : float = round(pow(2 + step_exponent_modifier, last_iteration_index - i));
|
||||
|
||||
var jf_float_push_constants_test : PackedFloat32Array = [
|
||||
perpen_error_threshold,
|
||||
sample_step_multiplier,
|
||||
temp_motion_blur_intensity,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
step_exponent_modifier,
|
||||
step_size,
|
||||
max_dilation_radius,
|
||||
0,
|
||||
0
|
||||
]
|
||||
|
||||
var jf_byte_array = jf_push_constants.to_byte_array()
|
||||
jf_byte_array.append_array(jf_float_push_constants_test.to_byte_array())
|
||||
|
||||
dispatch_stage(construct_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_image_uniform(buffer_a_image, 1),
|
||||
get_image_uniform(buffer_b_image, 2),
|
||||
get_sampler_uniform(buffer_a_image, 3, false),
|
||||
get_sampler_uniform(buffer_b_image, 4, false)
|
||||
],
|
||||
jf_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Construct Blur",
|
||||
view)
|
||||
|
||||
|
||||
|
||||
rd.draw_command_end_label()
|
||||
|
||||
dispatch_stage(neighbor_max_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_sampler_uniform(buffer_b_image if last_iteration_index % 2 else buffer_a_image, 1, false),
|
||||
get_image_uniform(neighbor_max_image, 2)
|
||||
],
|
||||
neighbor_max_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"NeighborMax",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(blur_stage,
|
||||
[
|
||||
get_sampler_uniform(color_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_sampler_uniform(custom_velocity_image, 2, false),
|
||||
get_sampler_uniform(neighbor_max_image, 3, false),
|
||||
get_image_uniform(output_color_image, 4),
|
||||
get_image_uniform(debug_1_image, 5),
|
||||
get_image_uniform(debug_2_image, 6),
|
||||
get_image_uniform(debug_3_image, 7),
|
||||
get_image_uniform(debug_4_image, 8),
|
||||
get_image_uniform(debug_5_image, 9),
|
||||
get_image_uniform(debug_6_image, 10),
|
||||
get_image_uniform(debug_7_image, 11),
|
||||
get_image_uniform(debug_8_image, 12),
|
||||
get_sampler_uniform(tile_max_image, 13, false)
|
||||
],
|
||||
byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Compute Blur",
|
||||
view)
|
||||
|
||||
dispatch_stage(overlay_stage,
|
||||
[
|
||||
get_sampler_uniform(output_color_image, 0),
|
||||
get_image_uniform(color_image, 1)
|
||||
],
|
||||
[],
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Overlay Result",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,137 @@
|
||||
#[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 minimum_user_threshold;
|
||||
float importance_bias;
|
||||
float maximum_jitter_value;
|
||||
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);
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://7fjex8wuiejk"
|
||||
path="res://.godot/imported/mcguire_blur.glsl-0cc0e90626b85e4aae8d4b21c9368b86.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_blur.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_blur.glsl-0cc0e90626b85e4aae8d4b21c9368b86.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,72 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D neighbor_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 max_neighbor_velocity = vec2(0);
|
||||
|
||||
float max_neighbor_velocity_length = 0;
|
||||
|
||||
for(int i = -1; i < 2; i++)
|
||||
{
|
||||
for(int j = -1; j < 2; j++)
|
||||
{
|
||||
vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j);
|
||||
vec2 current_uv = uvn + current_offset;
|
||||
if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bool is_diagonal = (abs(i) + abs(j) == 2);
|
||||
|
||||
vec2 current_neighbor_velocity = textureLod(tile_max, current_uv, 0.0).xy;
|
||||
|
||||
bool facing_center = dot(current_neighbor_velocity, current_offset) > 0;
|
||||
|
||||
if(is_diagonal && !facing_center)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float current_neighbor_velocity_length = dot(current_neighbor_velocity, current_neighbor_velocity);
|
||||
if(current_neighbor_velocity_length > max_neighbor_velocity_length)
|
||||
{
|
||||
max_neighbor_velocity_length = current_neighbor_velocity_length;
|
||||
max_neighbor_velocity = current_neighbor_velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
imageStore(neighbor_max, uvi, vec4(max_neighbor_velocity, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://byfogr1qtbafi"
|
||||
path="res://.godot/imported/mcguire_neighbor_max.glsl-aa40cc8d534a08ad7aaf84bf0615cc3a.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_neighbor_max.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_neighbor_max.glsl-aa40cc8d534a08ad7aaf84bf0615cc3a.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,18 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D blur_sampler;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(blur_sampler, 0));
|
||||
ivec2 output_size = imageSize(color_image);
|
||||
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uv.x >= output_size.x) || (uv.y >= output_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
imageStore(color_image, uv, textureLod(blur_sampler, (vec2(uv) + 0.5) / output_size, 0.0));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://ylkrbqh7unvl"
|
||||
path="res://.godot/imported/mcguire_overlay.glsl-a331e470c95eacb608a05976de7b2202.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_overlay.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_overlay.glsl-a331e470c95eacb608a05976de7b2202.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,54 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D velocity_sampler;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_max_x;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(velocity_sampler, 0));
|
||||
ivec2 output_size = imageSize(tile_max_x);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 global_uvi = uvi * ivec2(params.tile_size, 1);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 max_velocity = vec2(0);
|
||||
|
||||
float max_velocity_length = 0;
|
||||
|
||||
for(int i = 0; i < params.tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(float(i) / render_size.x, 0);
|
||||
vec2 velocity_sample = textureLod(velocity_sampler, current_uv, 0.0).xy;
|
||||
float current_velocity_length = dot(velocity_sample, velocity_sample);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = velocity_sample;
|
||||
}
|
||||
}
|
||||
imageStore(tile_max_x, uvi, vec4(max_velocity, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://bp5jl5351ph2d"
|
||||
path="res://.godot/imported/mcguire_tile_max_x.glsl-9c459b3d537ec225893d39ee91be1c1e.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_max_x.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_tile_max_x.glsl-9c459b3d537ec225893d39ee91be1c1e.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,54 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max_x;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_max;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int tile_size;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max_x, 0));
|
||||
ivec2 output_size = imageSize(tile_max);
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 global_uvi = uvi * ivec2(1, params.tile_size);
|
||||
if ((uvi.x >= output_size.x) || (uvi.y >= output_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(global_uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
vec2 max_velocity = vec2(0);
|
||||
|
||||
float max_velocity_length = 0;
|
||||
|
||||
for(int i = 0; i < params.tile_size; i++)
|
||||
{
|
||||
vec2 current_uv = uvn + vec2(0, float(i) / render_size.y);
|
||||
vec2 velocity_sample = textureLod(tile_max_x, current_uv, 0.0).xy;
|
||||
float current_velocity_length = dot(velocity_sample, velocity_sample);
|
||||
if(current_velocity_length > max_velocity_length)
|
||||
{
|
||||
max_velocity_length = current_velocity_length;
|
||||
max_velocity = velocity_sample;
|
||||
}
|
||||
}
|
||||
imageStore(tile_max, uvi, vec4(max_velocity, 0, 1));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://deow8m5u2ji84"
|
||||
path="res://.godot/imported/mcguire_tile_max_y.glsl-d6c42f715f0dbdbc13190532231a64e9.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_max_y.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_tile_max_y.glsl-d6c42f715f0dbdbc13190532231a64e9.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,68 @@
|
||||
#[compute]
|
||||
#version 450
|
||||
|
||||
#define FLT_MAX 3.402823466e+38
|
||||
#define FLT_MIN 1.175494351e-38
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D tile_max;
|
||||
layout(rgba16f, set = 0, binding = 1) uniform writeonly image2D tile_variance;
|
||||
|
||||
layout(push_constant, std430) uniform Params
|
||||
{
|
||||
float nan5;
|
||||
float nan6;
|
||||
float nan7;
|
||||
float nan8;
|
||||
int nan1;
|
||||
int nan2;
|
||||
int nan3;
|
||||
int nan4;
|
||||
} params;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 render_size = ivec2(textureSize(tile_max, 0));
|
||||
ivec2 uvi = ivec2(gl_GlobalInvocationID.xy);
|
||||
if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
|
||||
|
||||
float variance = 0;
|
||||
|
||||
vec2 current_velocity = abs(normalize(textureLod(tile_max, uvn, 0.0).xy));
|
||||
|
||||
float tile_count = 0;
|
||||
|
||||
for(int i = -1; i < 2; i++)
|
||||
{
|
||||
for(int j = -1; j < 2; j++)
|
||||
{
|
||||
vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j);
|
||||
vec2 current_uv = uvn + current_offset;
|
||||
if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if(i == j && i == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
tile_count += 1;
|
||||
|
||||
vec2 current_neighbor_velocity = abs(normalize(textureLod(tile_max, current_uv, 0.0).xy));
|
||||
|
||||
variance += dot(current_velocity, current_neighbor_velocity);
|
||||
}
|
||||
}
|
||||
|
||||
variance /= tile_count;
|
||||
|
||||
imageStore(tile_variance, uvi, vec4(1 - variance));
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://ddo60n85uqwbk"
|
||||
path="res://.godot/imported/mcguire_tile_variance.glsl-2a5a77e5f43c4a3d379a9c7c55e12bf6.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_variance.glsl"
|
||||
dest_files=["res://.godot/imported/mcguire_tile_variance.glsl-2a5a77e5f43c4a3d379a9c7c55e12bf6.res"]
|
||||
|
||||
[params]
|
||||
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://cp5pmuoa15e5g"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_16plp"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://7fjex8wuiejk" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_blur.glsl" id="2_nk2ao"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_16plp")
|
||||
shader_file = ExtResource("2_nk2ao")
|
249
addons/SphynxMotionBlurToolkit/McGuire/mcguire_motion_blur.gd
Normal file
249
addons/SphynxMotionBlurToolkit/McGuire/mcguire_motion_blur.gd
Normal file
@ -0,0 +1,249 @@
|
||||
extends MotionBlurCompositorEffect
|
||||
class_name McGuireMotionBlur
|
||||
|
||||
@export_group("Motion Blur", "motion_blur_")
|
||||
# diminishing returns over 16
|
||||
@export_range(4, 64) var motion_blur_samples: int = 25
|
||||
# you really don't want this over 0.5, but you can if you want to try
|
||||
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
|
||||
@export_range(0, 1) var motion_blur_center_fade: float = 0.0
|
||||
|
||||
@export var blur_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_blur_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(blur_stage)
|
||||
blur_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_overlay_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(overlay_stage)
|
||||
overlay_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_max_x_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_tile_max_x_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_x_stage)
|
||||
tile_max_x_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_max_y_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_tile_max_y_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_max_y_stage)
|
||||
tile_max_y_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var neighbor_max_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_neighbor_max_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(neighbor_max_stage)
|
||||
neighbor_max_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_variance_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/McGuire/mcguire_tile_variance_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(tile_variance_stage)
|
||||
tile_variance_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var tile_size : int = 40
|
||||
|
||||
@export var linear_falloff_slope : float = 1
|
||||
|
||||
@export var importance_bias : float = 40
|
||||
|
||||
@export var maximum_jitter_value : float = 0.95
|
||||
|
||||
@export var minimum_user_threshold : float = 1.5
|
||||
|
||||
var output_color: StringName = "output_color"
|
||||
|
||||
var tile_max_x : StringName = "tile_max_x"
|
||||
|
||||
var tile_max : StringName = "tile_max"
|
||||
|
||||
var neighbor_max : StringName = "neighbor_max"
|
||||
|
||||
var tile_variance : StringName = "tile_variance"
|
||||
|
||||
var past_color : StringName = "past_color"
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
var freeze : bool = false
|
||||
|
||||
func _get_max_dilation_range() -> float:
|
||||
return tile_size;
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
ensure_texture(tile_max_x, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1.))
|
||||
ensure_texture(tile_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(neighbor_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(tile_variance, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
|
||||
ensure_texture(past_color, render_scene_buffers)
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
ensure_texture(output_color, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var tile_max_x_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_x_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_x_push_constants_byte_array = tile_max_x_push_constants.to_byte_array()
|
||||
tile_max_x_push_constants_byte_array.append_array(int_tile_max_x_push_constants.to_byte_array())
|
||||
|
||||
var tile_max_y_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_max_y_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_max_y_push_constants_byte_array = tile_max_y_push_constants.to_byte_array()
|
||||
tile_max_y_push_constants_byte_array.append_array(int_tile_max_y_push_constants.to_byte_array())
|
||||
|
||||
var neighbor_max_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_neighbor_max_push_constants : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var neighbor_max_push_constants_byte_array = neighbor_max_push_constants.to_byte_array()
|
||||
neighbor_max_push_constants_byte_array.append_array(int_neighbor_max_push_constants.to_byte_array())
|
||||
|
||||
var tile_variance_push_constants: PackedFloat32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var int_tile_variance_push_constants : PackedInt32Array = [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0
|
||||
]
|
||||
var tile_variance_push_constants_byte_array = tile_variance_push_constants.to_byte_array()
|
||||
tile_variance_push_constants_byte_array.append_array(int_tile_variance_push_constants.to_byte_array())
|
||||
|
||||
var blur_push_constants: PackedFloat32Array = [
|
||||
minimum_user_threshold,
|
||||
importance_bias,
|
||||
maximum_jitter_value,
|
||||
0,
|
||||
]
|
||||
var int_blur_push_constants : PackedInt32Array = [
|
||||
tile_size,
|
||||
motion_blur_samples,
|
||||
Engine.get_frames_drawn() % 8,
|
||||
0
|
||||
]
|
||||
var blur_push_constants_byte_array = blur_push_constants.to_byte_array()
|
||||
blur_push_constants_byte_array.append_array(int_blur_push_constants.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
|
||||
for view in range(view_count):
|
||||
var color_image := render_scene_buffers.get_color_layer(view)
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var output_color_image := render_scene_buffers.get_texture_slice(context, output_color, view, 0, 1, 1)
|
||||
var tile_max_x_image := render_scene_buffers.get_texture_slice(context, tile_max_x, view, 0, 1, 1)
|
||||
var tile_max_image := render_scene_buffers.get_texture_slice(context, tile_max, view, 0, 1, 1)
|
||||
var neighbor_max_image := render_scene_buffers.get_texture_slice(context, neighbor_max, view, 0, 1, 1)
|
||||
var tile_variance_image := render_scene_buffers.get_texture_slice(context, tile_variance, view, 0, 1, 1)
|
||||
var past_color_image := render_scene_buffers.get_texture_slice(context, past_color, view, 0, 1, 1)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
|
||||
var x_groups := floori((render_size.x / tile_size - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_x_stage,
|
||||
[
|
||||
get_sampler_uniform(custom_velocity_image, 0, false),
|
||||
get_image_uniform(tile_max_x_image, 1)
|
||||
],
|
||||
tile_max_x_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxX",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x / tile_size - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y / tile_size - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(tile_max_y_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_x_image, 0, false),
|
||||
get_image_uniform(tile_max_image, 1)
|
||||
],
|
||||
tile_max_y_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileMaxY",
|
||||
view)
|
||||
|
||||
dispatch_stage(neighbor_max_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_image_uniform(neighbor_max_image, 1)
|
||||
],
|
||||
neighbor_max_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"NeighborMax",
|
||||
view)
|
||||
|
||||
dispatch_stage(tile_variance_stage,
|
||||
[
|
||||
get_sampler_uniform(tile_max_image, 0, false),
|
||||
get_image_uniform(tile_variance_image, 1)
|
||||
],
|
||||
tile_variance_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"TileVariance",
|
||||
view)
|
||||
|
||||
x_groups = floori((render_size.x - 1) / 16 + 1)
|
||||
y_groups = floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(blur_stage,
|
||||
[
|
||||
get_sampler_uniform(color_image, 0, false),
|
||||
get_sampler_uniform(depth_image, 1, false),
|
||||
get_sampler_uniform(custom_velocity_image, 2, false),
|
||||
get_sampler_uniform(neighbor_max_image, 3, false),
|
||||
get_sampler_uniform(tile_variance_image, 4, true),
|
||||
get_image_uniform(output_color_image, 5),
|
||||
get_image_uniform(past_color_image, 6)
|
||||
],
|
||||
blur_push_constants_byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Blur",
|
||||
view)
|
||||
|
||||
dispatch_stage(overlay_stage,
|
||||
[
|
||||
get_sampler_uniform(output_color_image, 0, false),
|
||||
get_image_uniform(color_image, 1)
|
||||
],
|
||||
[],
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Overlay result",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://bk8tn7n5k0b1r"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_6n3p7"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://byfogr1qtbafi" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_neighbor_max.glsl" id="2_ig0yf"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_6n3p7")
|
||||
shader_file = ExtResource("2_ig0yf")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://chg1vh0sap86j"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_rpgp3"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://ylkrbqh7unvl" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_overlay.glsl" id="2_sx8p0"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_rpgp3")
|
||||
shader_file = ExtResource("2_sx8p0")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://kgrk5sdoor7t"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_50cqr"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://bp5jl5351ph2d" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_max_x.glsl" id="2_m4c7y"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_50cqr")
|
||||
shader_file = ExtResource("2_m4c7y")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://d2rdmkpi41wf1"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_4imrj"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://deow8m5u2ji84" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_max_y.glsl" id="2_8ewid"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_4imrj")
|
||||
shader_file = ExtResource("2_8ewid")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://d1ckx52l74p0"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_bipj1"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://ddo60n85uqwbk" path="res://addons/SphynxMotionBlurToolkit/McGuire/ShaderFiles/mcguire_tile_variance.glsl" id="2_5lusy"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_bipj1")
|
||||
shader_file = ExtResource("2_5lusy")
|
@ -1,6 +1,6 @@
|
||||
[gd_resource type="Resource" script_class="BlurVelocityComponentResource" load_steps=2 format=3 uid="uid://rp3mpjmisoyh"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/PreBlurProcessing/blur_velocity_component_resource.gd" id="1_ijikr"]
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/blur_velocity_component_resource.gd" id="1_ijikr"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_ijikr")
|
@ -0,0 +1,8 @@
|
||||
[gd_resource type="Resource" script_class="ShaderStageResource" load_steps=3 format=3 uid="uid://c8ulad7utgrg7"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SphynxMotionBlurToolkit/BaseClasses/shader_pass_resource.gd" id="1_8hijg"]
|
||||
[ext_resource type="RDShaderFile" uid="uid://ojudxyx6f4rx" path="res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/pre_blur_processor.glsl" id="2_w54vd"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_8hijg")
|
||||
shader_file = ExtResource("2_w54vd")
|
@ -0,0 +1,75 @@
|
||||
extends EnhancedCompositorEffect
|
||||
class_name PreBlurProcessor
|
||||
|
||||
|
||||
@export var pre_blur_processor_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/pre_blur_processing_stage.tres"):
|
||||
set(value):
|
||||
unsubscribe_shader_stage(pre_blur_processor_stage)
|
||||
pre_blur_processor_stage = value
|
||||
subscirbe_shader_stage(value)
|
||||
|
||||
@export var camera_rotation_component : BlurVelocityComponentResource = preload("res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/default_component.tres")
|
||||
@export var camera_movement_component : BlurVelocityComponentResource = preload("res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/default_component.tres")
|
||||
@export var object_movement_component : BlurVelocityComponentResource = preload("res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/default_component.tres")
|
||||
|
||||
var custom_velocity : StringName = "custom_velocity"
|
||||
|
||||
func _init():
|
||||
needs_motion_vectors = true
|
||||
set_deferred("context", "MotionBlur")
|
||||
super()
|
||||
|
||||
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
|
||||
ensure_texture(custom_velocity, render_scene_buffers)
|
||||
|
||||
rd.draw_command_begin_label("Pre Blur Processing", Color(1.0, 1.0, 1.0, 1.0))
|
||||
|
||||
var float_pre_blur_push_constants: PackedFloat32Array = [
|
||||
camera_rotation_component.multiplier,
|
||||
camera_movement_component.multiplier,
|
||||
object_movement_component.multiplier,
|
||||
camera_rotation_component.lower_threshold,
|
||||
camera_movement_component.lower_threshold,
|
||||
object_movement_component.lower_threshold,
|
||||
camera_rotation_component.upper_threshold,
|
||||
camera_movement_component.upper_threshold,
|
||||
object_movement_component.upper_threshold,
|
||||
1 if true else 0,
|
||||
0,
|
||||
0,
|
||||
]
|
||||
|
||||
var int_pre_blur_push_constants : PackedInt32Array = [
|
||||
]
|
||||
|
||||
var byte_array = float_pre_blur_push_constants.to_byte_array()
|
||||
byte_array.append_array(int_pre_blur_push_constants.to_byte_array())
|
||||
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
|
||||
for view in range(view_count):
|
||||
var depth_image := render_scene_buffers.get_depth_layer(view)
|
||||
var velocity_image := render_scene_buffers.get_velocity_layer(view)
|
||||
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
|
||||
var scene_data_buffer : RID = render_scene_data.get_uniform_buffer()
|
||||
var scene_data_buffer_uniform := RDUniform.new()
|
||||
scene_data_buffer_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
|
||||
scene_data_buffer_uniform.binding = 5
|
||||
scene_data_buffer_uniform.add_id(scene_data_buffer)
|
||||
|
||||
var x_groups := floori((render_size.x - 1) / 16 + 1)
|
||||
var y_groups := floori((render_size.y - 1) / 16 + 1)
|
||||
|
||||
dispatch_stage(pre_blur_processor_stage,
|
||||
[
|
||||
get_sampler_uniform(depth_image, 0, false),
|
||||
get_sampler_uniform(velocity_image, 1, false),
|
||||
get_image_uniform(custom_velocity_image, 2),
|
||||
scene_data_buffer_uniform
|
||||
],
|
||||
byte_array,
|
||||
Vector3i(x_groups, y_groups, 1),
|
||||
"Process Velocity Buffer",
|
||||
view)
|
||||
|
||||
rd.draw_command_end_label()
|
@ -175,7 +175,7 @@ void main()
|
||||
+ camera_movement_uv_change * params.movement_velocity_multiplier * sharp_step(params.movement_velocity_lower_threshold, params.movement_velocity_upper_threshold, length(camera_movement_uv_change))
|
||||
+ object_uv_change * params.object_velocity_multilpier * sharp_step(params.object_velocity_lower_threshold, params.object_velocity_upper_threshold, length(object_uv_change));
|
||||
// if objects move, clear z direction, (z only correct for static environment)
|
||||
if(dot(object_uv_change, object_uv_change) > 0.000001)
|
||||
if(dot(object_uv_change.xy, object_uv_change.xy) > 0.000001)
|
||||
{
|
||||
total_velocity.z = 0;
|
||||
base_velocity.z = 0;
|
@ -0,0 +1,14 @@
|
||||
[remap]
|
||||
|
||||
importer="glsl"
|
||||
type="RDShaderFile"
|
||||
uid="uid://ojudxyx6f4rx"
|
||||
path="res://.godot/imported/pre_blur_processor.glsl-1e488552a0780ca6b7db6c45f5370f53.res"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/SphynxMotionBlurToolkit/PreBlurProcessing/pre_blur_processor.glsl"
|
||||
dest_files=["res://.godot/imported/pre_blur_processor.glsl-1e488552a0780ca6b7db6c45f5370f53.res"]
|
||||
|
||||
[params]
|
||||
|
@ -1,15 +1,16 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://b0shum42bqq0y"]
|
||||
[gd_scene load_steps=5 format=3 uid="uid://8p6li7o742g3"]
|
||||
|
||||
[ext_resource type="Shader" path="res://RadialBlurTest/radial_blur_mesh.gdshader" id="1_20eg7"]
|
||||
[ext_resource type="Script" path="res://RadialBlurTest/radial_blur_mesh.gd" id="2_wbael"]
|
||||
[ext_resource type="Shader" path="res://RadialBlurTest/radial_blur_mesh.gdshader" id="1_36vys"]
|
||||
[ext_resource type="Script" path="res://RadialBlurTest/radial_blur_mesh.gd" id="2_cfhks"]
|
||||
|
||||
[sub_resource type="CylinderMesh" id="CylinderMesh_pgvyt"]
|
||||
resource_local_to_scene = true
|
||||
height = 0.25
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_stapv"]
|
||||
resource_local_to_scene = true
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_20eg7")
|
||||
shader = ExtResource("1_36vys")
|
||||
shader_parameter/local_rotation_axis = Vector3(0, 1, 0)
|
||||
shader_parameter/rotation_speed = 0.0
|
||||
shader_parameter/sample_count = 8
|
||||
@ -23,4 +24,4 @@ shader_parameter/debug_color = Color(1, 0, 0, 0)
|
||||
process_priority = 1
|
||||
mesh = SubResource("CylinderMesh_pgvyt")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_stapv")
|
||||
script = ExtResource("2_wbael")
|
||||
script = ExtResource("2_cfhks")
|
12
addons/SphynxMotionBlurToolkit/SphynxMotionBlurToolkit.gd
Normal file
12
addons/SphynxMotionBlurToolkit/SphynxMotionBlurToolkit.gd
Normal file
@ -0,0 +1,12 @@
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
|
||||
func _enter_tree() -> void:
|
||||
# Initialization of the plugin goes here.
|
||||
pass
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
# Clean-up of the plugin goes here.
|
||||
pass
|
7
addons/SphynxMotionBlurToolkit/plugin.cfg
Normal file
7
addons/SphynxMotionBlurToolkit/plugin.cfg
Normal file
@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="SphynxMotionBlurToolkit"
|
||||
description="A toolkit containinp multiple motion blur implementations, as well as debug stages, and radial blur toolkit for propellers and wheels"
|
||||
author="Sphynx"
|
||||
version="4.3"
|
||||
script="SphynxMotionBlurToolkit.gd"
|
Reference in New Issue
Block a user