#[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(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(rgba16f, set = 0, binding = 3) uniform readonly image2D velocity_map; layout(rgba16f, set = 0, binding = 4) uniform image2D output_image; layout(rgba16f, set = 0, binding = 5) uniform image2D past_color_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; } params; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; // velocity similarity divisors float vsim_parallel = 20; float vsim_perpendicular = 20; // for velocity similarity check float depth_bias = 0.1; // sample weight threshold float sw_threshold = 0.1; // near plane distance float npd = 0.05; // SOFT_Z_EXTENT float sze = 0.1; // Helper functions // -------------------------------------------- vec2 get_depth_difference_at_derivative(vec2 uv, vec2 step_size) { float base = textureLod(depth_sampler, uv, 0.0).x; float x = textureLod(depth_sampler, uv + vec2(0, step_size.x), 0.0).x; float y = textureLod(depth_sampler, uv + vec2(step_size.y, 0), 0.0).x; return vec2(x - base, y - base); } // 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))); } float get_velocity_convergence(vec2 uv, vec2 step_size) { vec2 base = textureLod(vector_sampler, uv, 0.0).xy; vec2 x = textureLod(vector_sampler, uv + vec2(0, step_size.x), 0.0).xy; vec2 y = textureLod(vector_sampler, uv + vec2(step_size.y, 0), 0.0).xy; return (dot(vec2(0, 1), vec2(x - base)) + dot(vec2(1, 0), vec2(y - base))); } vec3 get_ndc_velocity(vec2 uv, vec2 render_size, float depth) { float ndc_velocity_z = get_velocity_convergence(uv, vec2(1) / render_size) / depth; vec2 ndc_velocity_xy = textureLod(vector_sampler, uv, 0.0).xy; return vec3(ndc_velocity_xy, ndc_velocity_z); } vec3 get_world_velocity(vec2 uv, vec2 render_size, float depth) { return get_ndc_velocity(uv, render_size, depth) / depth; } vec3 get_velocity_curl_vector(vec2 uv, vec2 render_size) { float depth = textureLod(depth_sampler, uv, 0.0).x; vec2 step_size = vec2(1) / render_size; vec3 base = get_world_velocity(uv, render_size, depth); vec3 x = get_world_velocity(uv + vec2(step_size.x, 0), render_size, depth); vec3 y = get_world_velocity(uv + vec2(0, step_size.y), render_size, depth); vec2 depth_derivative = get_depth_difference_at_derivative(uv, step_size) / depth; vec3 x_vector = normalize(vec3(step_size.x, 0, 0)); vec3 y_vector = normalize(vec3(0, step_size.y, 0)); vec3 cross_x = cross((x - base) / vec3(step_size, 0), x_vector); vec3 cross_y = cross((y - base) / vec3(step_size, 0), y_vector); return cross_x + cross_y; } float get_velocity_curl(vec2 uv, vec2 render_size) { vec2 step_size = vec2(1) / render_size; vec2 base = textureLod(vector_sampler, uv, 0.0).xy; vec2 x = textureLod(vector_sampler, uv + vec2(0, step_size.x), 0.0).xy; vec2 y = textureLod(vector_sampler, uv + vec2(step_size.y, 0), 0.0).xy; return (cross(vec3(0, 1, 0), vec3(x - base, 0) / vec3(step_size, 0)) + cross(vec3(1, 0, 0), vec3(y - base, 0) / vec3(step_size, 0))).z; } // ------------------------------------------------------- // McGuire's functions https://docs.google.com/document/d/1IIlAKTj-O01hcXEdGxTErQbCHO9iBmRx6oFUy_Jm0fI/edit // ---------------------------------------------------------- // This function would return 1 if depth_x is bigger than depth_y by sze amount. meaning, it would return 1 if x is closer to camera float soft_depth_compare(float depth_X, float depth_Y) { return clamp(1 - (depth_X - depth_Y) / sze, 0, 1); } float soft_depth_compare_custom(float depth_X, float depth_Y, float csze) { return clamp(1 - (depth_X - depth_Y) / csze, 0, 1); } float cone(vec2 X, vec2 Y, vec2 v) { return clamp(1 - length(X - Y) / length(v), 0, 1); } float cylinder(vec2 X, vec2 Y, vec2 v) { return 1.0 + smoothstep(0.95 * length(v), 1.05 * length(v), length(X - Y)); } // ---------------------------------------------------------- // Motion similarity // ---------------------------------------------------------- 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); } // ---------------------------------------------------------- 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; } if(params.freeze > 0) { imageStore(output_image, uvi, imageLoad(past_color_image, uvi)); return; } vec2 uvn = vec2(uvi + vec2(0.5)) / render_size; int iteration_count = int(params.motion_blur_samples); vec4 base = textureLod(color_sampler, uvn, 0.0); vec4 result_constructed_color = vec4(0); vec4 velocity_map_sample = imageLoad(velocity_map, uvi); vec3 velocity = -textureLod(vector_sampler, velocity_map_sample.xy, 0.0).xyz; vec3 naive_velocity = -textureLod(vector_sampler, uvn, 0.0).xyz; float max_dialtion_radius = pow(2, params.last_iteration_index) * params.sample_step_multiplier * 2 / max(render_size.x, render_size.y); if ((dot(velocity, velocity) == 0 || params.motion_blur_intensity == 0) && params.debug == 0) { imageStore(output_image, uvi, base); imageStore(past_color_image, uvi, base); return; } float noise_offset = (interleaved_gradient_noise(uvi, int(params.frame)) - 1); float velocity_step_coef = min(params.motion_blur_intensity, max_dialtion_radius / (length(velocity) * params.motion_blur_intensity)) / max(1.0, params.motion_blur_samples - 1.0); vec3 sample_step = velocity * velocity_step_coef; vec4 velocity_map_sample_step = vec4(0); //float d = 1.0 - min(1.0, 2.0 * distance(uvn, vec2(0.5))); //sample_step *= 1.0 - d * params.fade_padding.x; float total_weight = 1; vec2 offset = vec2(sample_step * noise_offset);//vec2(0);// vec4 col = base * total_weight; float depth = max(FLT_MIN, textureLod(depth_sampler, velocity_map_sample.xy, 0.0).x); float naive_depth = max(FLT_MIN, textureLod(depth_sampler, uvn, 0.0).x); float naive_background = soft_depth_compare_custom(depth, naive_depth, 0.0001); for (int i = 1; i < iteration_count; i++) { offset += sample_step.xy; vec2 uvo = uvn + offset; if (any(notEqual(uvo, clamp(uvo, vec2(0.0), vec2(1.0))))) { break; } velocity_map_sample_step = imageLoad(velocity_map, ivec2(uvo * render_size)); vec3 current_velocity = -textureLod(vector_sampler, velocity_map_sample_step.xy, 0.0).xyz; float current_depth = max(FLT_MIN, textureLod(depth_sampler, velocity_map_sample_step.xy, 0.0).x); float current_naive_depth = max(FLT_MIN, textureLod(depth_sampler, uvo, 0.0).x); float motion_difference = get_motion_difference(velocity.xy, current_velocity.xy, 0.1); float foreground = soft_depth_compare(npd / current_depth, npd / depth); float naive_foreground = soft_depth_compare(npd / current_naive_depth - sze, npd / depth);//soft_depth_compare_custom(depth, current_naive_depth, 0.0001);// float sample_weight = 1; sample_weight *= 1 - (foreground * motion_difference); total_weight += sample_weight; vec2 sample_uv = mix(uvo, uvn, 1 - max(naive_background, naive_foreground));//uvo;// col += textureLod(color_sampler, sample_uv, 0.0) * sample_weight; } col /= total_weight; if (params.debug == 0) { imageStore(output_image, uvi, col); imageStore(past_color_image, uvi, col); return; } vec4 tl_col = vec4(abs(textureLod(vector_sampler, uvn, 0.0).xy) * 10, 0, 1); vec4 tr_col = vec4(abs(velocity.xy) * 10, 0, 1);//vec4(naive_background);// vec4 bl_col = vec4(abs(velocity_map_sample.xyw - vec3(uvn, 0)) * vec3(10, 10, 1), 1); vec4 br_col = col; //imageStore(past_color_image, uvi, imageLoad(output_image, uvi)); 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); }