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https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
rt/denoiser: split into diffuse/specular/direct/indirect channels
apply to lighting only, not to the final color
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780b225735
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@ -23,7 +23,6 @@ layout(set = 0, binding = 6, rgba16f) uniform readonly image2D emissive;
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layout(set = 0, binding = 7, rgba32f) uniform readonly image2D position_t;
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layout(set = 0, binding = 8, rgba16f) uniform readonly image2D normals_gs;
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layout(set = 0, binding = 9, rgba16f) uniform readonly image2D prev_dest;
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layout(set = 0, binding = 10, rgba32f) uniform readonly image2D geometry_prev_position;
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layout(set = 0, binding = 11) uniform UBO { UniformBuffer ubo; } ubo;
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@ -31,6 +30,13 @@ layout(set = 0, binding = 11) uniform UBO { UniformBuffer ubo; } ubo;
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layout(set = 0, binding = 12, rgba16f) uniform readonly image2D indirect_diffuse;
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layout(set = 0, binding = 13, rgba16f) uniform readonly image2D indirect_specular;
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layout(set = 0, binding = 14, rgba16f) uniform image2D out_temporal_diffuse;
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layout(set = 0, binding = 15, rgba16f) uniform image2D prev_temporal_diffuse;
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layout(set = 0, binding = 16, rgba16f) uniform image2D out_temporal_specular;
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layout(set = 0, binding = 17, rgba16f) uniform image2D prev_temporal_specular;
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//layout(set = 0, binding = 2, rgba16f) uniform readonly image2D light_poly_diffuse;
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/* layout(set = 0, binding = 3, rgba16f) uniform readonly image2D specular; */
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/* layout(set = 0, binding = 4, rgba16f) uniform readonly image2D additive; */
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@ -73,6 +79,70 @@ void readNormals(ivec2 uv, out vec3 geometry_normal, out vec3 shading_normal) {
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shading_normal = normalDecode(n.zw);
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}
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struct Components {
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vec3 direct_diffuse, direct_specular, indirect_diffuse, indirect_specular;
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};
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Components blurSamples(const ivec2 res, const ivec2 pix) {
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Components c;
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c.direct_diffuse = c.direct_specular = c.indirect_diffuse = c.indirect_specular = vec3(0.);
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const vec4 center_pos = imageLoad(position_t, pix);
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const int KERNEL_SIZE = 3;
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const float sigma = KERNEL_SIZE / 2.;
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float total_scale = 0.;
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for (int x = -KERNEL_SIZE; x <= KERNEL_SIZE; ++x)
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for (int y = -KERNEL_SIZE; y <= KERNEL_SIZE; ++y) {
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const ivec2 p = pix + ivec2(x, y);
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if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) {
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continue;
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}
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float scale = 1.f;
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// const vec4 c = imageLoad(light_poly, p);
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// if (c.a != material_index)
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// continue;
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vec3 sample_geometry_normal, sample_shading_normal;
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readNormals(p, sample_geometry_normal, sample_shading_normal);
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// FIXME also filter by depth, (kusok index?), etc
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//scale *= smoothstep(.9, 1., dot(sample_geometry_normal, geometry_normal));
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const vec4 sample_pos = imageLoad(position_t, p);
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// FIXME what are these magic numbers?
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scale *= smoothstep(4. * center_pos.w / 100., 0., distance(center_pos.xyz, sample_pos.xyz));
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if ( scale <= 0. )
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continue;
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const float cscale = scale * normpdf(x, sigma) * normpdf(y, sigma);
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total_scale += cscale;
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c.direct_diffuse += imageLoad(light_point_diffuse, p).rgb * cscale;
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c.direct_diffuse += imageLoad(light_poly_diffuse, p).rgb * cscale;
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c.direct_specular += imageLoad(light_poly_specular, p).rgb * cscale;
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c.direct_specular += imageLoad(light_point_specular, p).rgb * cscale;
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c.indirect_diffuse += imageLoad(indirect_diffuse, p).rgb * cscale;
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c.indirect_specular += imageLoad(indirect_specular, p).rgb * cscale;
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}
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if (total_scale > 0.) {
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const float rtotal = 1. / total_scale;
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c.direct_diffuse *= rtotal;
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c.direct_specular *= rtotal;
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c.indirect_diffuse *= rtotal;
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c.indirect_specular *= rtotal;
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}
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return c;
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}
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void main() {
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ivec2 res = ivec2(imageSize(base_color_a));
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ivec2 pix = ivec2(gl_GlobalInvocationID);
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@ -113,149 +183,67 @@ void main() {
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/* imageStore(out_dest, pix, vec4(rand3_f01(uvec3(mi,mi+1,mi+2)), 0.)); */
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/* return; */
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#if 0
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const Components c = blurSamples(res, pix);
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//imageStore(out_dest, pix, vec4(aces_tonemap(c.direct_diffuse), 0.)); return;
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//imageStore(out_dest, pix, vec4(aces_tonemap(c.direct_specular), 0.)); return;
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//imageStore(out_dest, pix, vec4(aces_tonemap(c.indirect_diffuse), 0.)); return;
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//imageStore(out_dest, pix, vec4(aces_tonemap(c.indirect_specular), 0.)); return;
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vec3 colour = vec3(0.);
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colour += imageLoad(light_poly_diffuse, pix).rgb;
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colour += imageLoad(light_poly_specular, pix).rgb;
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colour += imageLoad(light_point_diffuse, pix).rgb;
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colour += imageLoad(light_point_specular, pix).rgb;
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#else
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float total_scale = 0.;
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vec3 colour = vec3(0.);
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const int KERNEL_SIZE = 2;
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float specular_total_scale = 0.;
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vec3 speculour = vec3(0.);
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{
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// DEBUG motion vectors
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//colour = vec3(length(imageLoad(position_t, pix).rgb - imageLoad(prev_position_t, pix).rgb));
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const vec4 center_pos = imageLoad(position_t, pix);
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for (int x = -KERNEL_SIZE; x <= KERNEL_SIZE; ++x)
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for (int y = -KERNEL_SIZE; y <= KERNEL_SIZE; ++y) {
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const ivec2 p = pix + ivec2(x, y);
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if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) {
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continue;
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}
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// TODO: need to extract reprojecting from this shader because reprojected stuff need svgf denoising pass after it
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const vec3 origin = (ubo.ubo.inv_view * vec4(0., 0., 0., 1.)).xyz;
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const float depth = length(origin - imageLoad(position_t, pix).xyz);
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const vec3 prev_position = imageLoad(geometry_prev_position, pix).rgb;
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const vec4 clip_space = inverse(ubo.ubo.prev_inv_proj) * vec4((inverse(ubo.ubo.prev_inv_view) * vec4(prev_position, 1.)).xyz, 1.);
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const vec2 reproj_uv = clip_space.xy / clip_space.w;
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const ivec2 reproj_pix = ivec2((reproj_uv * 0.5 + vec2(0.5)) * vec2(res));
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const vec3 prev_origin = (ubo.ubo.prev_inv_view * vec4(0., 0., 0., 1.)).xyz;
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const float depth_nessesary = length(prev_position - prev_origin);
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const float depth_treshold = 0.01 * clip_space.w;
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float scale = 1.f;
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float better_depth_offset = depth_treshold;
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vec3 diffuse = c.direct_diffuse + c.indirect_diffuse;
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vec3 specular = c.direct_specular + c.indirect_specular;
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vec3 history_diffuse = diffuse;
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vec3 history_specular = specular;
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for(int x = -1; x <=1; x++) {
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for(int y = -1; y <=1; y++) {
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const ivec2 p = reproj_pix + ivec2(x, y);
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if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) {
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continue;
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}
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const vec4 history_diffuse_depth = imageLoad( prev_temporal_diffuse, reproj_pix );
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const vec4 history_specular_sample = imageLoad( prev_temporal_specular, reproj_pix );
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// const vec4 c = imageLoad(light_poly, p);
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// if (c.a != material_index)
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// continue;
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vec3 sample_geometry_normal, sample_shading_normal;
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readNormals(p, sample_geometry_normal, sample_shading_normal);
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// FIXME also filter by depth, (kusok index?), etc
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//scale *= smoothstep(.9, 1., dot(sample_geometry_normal, geometry_normal));
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const vec4 sample_pos = imageLoad(position_t, p);
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scale *= smoothstep(4. * center_pos.w / 100., 0., distance(center_pos.xyz, sample_pos.xyz));
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if ( scale <= 0. )
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continue;
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vec3 diffuse = vec3(0.);
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diffuse += imageLoad(light_point_diffuse, p).rgb;
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diffuse += imageLoad(light_poly_diffuse, p).rgb;
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diffuse += imageLoad(indirect_diffuse, p).rgb;
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vec3 specular = vec3(0.);
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specular += imageLoad(light_poly_specular, p).rgb;
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specular += imageLoad(light_point_specular, p).rgb;
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specular += imageLoad(indirect_specular, p).rgb;
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{
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const float sigma = KERNEL_SIZE / 2.;
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const float dscale = scale * normpdf(x, sigma) * normpdf(y, sigma);
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colour += dscale * diffuse;
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total_scale += dscale;
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}
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const int SPECULAR_KERNEL_SIZE = 4;
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if (all(lessThan(abs(ivec2(x, y)), ivec2(SPECULAR_KERNEL_SIZE)))) {
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const float spigma = SPECULAR_KERNEL_SIZE / 2.;
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const float specuale = scale * normpdf(x, spigma) * normpdf(y, spigma);
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speculour += specuale * specular;
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specular_total_scale += specuale;
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const float history_depth = history_diffuse_depth.w;
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const float depth_offset = abs(history_depth - depth_nessesary);
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if ( depth_offset < better_depth_offset ) {
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better_depth_offset = depth_offset;
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history_diffuse = history_diffuse_depth.rgb;
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history_specular = history_specular_sample.rgb;
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}
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}
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}
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if (better_depth_offset < depth_treshold) {
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diffuse = mix(diffuse, history_diffuse, 0.8);
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specular = mix(specular, history_specular, 0.3);
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}
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if (total_scale > 0.) {
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colour /= total_scale;
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}
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imageStore(out_temporal_diffuse, pix, vec4(diffuse, depth));
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imageStore(out_temporal_specular, pix, vec4(specular, 0./*unused*/));
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colour = diffuse + specular;
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if (specular_total_scale > 0.) {
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speculour /= specular_total_scale;
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colour += speculour;
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//imageStore(out_dest, pix, vec4(LINEARtoSRGB(colour), 0.)); return;
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}
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#endif
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const vec4 base_color_a = imageLoad(base_color_a, pix);
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colour *= SRGBtoLINEAR(base_color_a.rgb);
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colour += imageLoad(emissive, pix).rgb;
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//colour += imageLoad(additive, pix).rgb;
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colour = LINEARtoSRGB(colour);
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// HACK: exposure
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// TODO: should be dynamic based on previous frames brightness
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#if 0
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if (pix.x >= res.x / 2) {
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colour *= 8.;
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}
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#else
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//colour *= .25;
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#endif
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//colour = aces_tonemap(colour);
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//colour = reinhard02(colour, vec3(400.));
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//colour = reinhard02(colour, vec3(1.));
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#if 0
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if (pix.x < res.x / 2) {
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#endif
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//colour *= .25;
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colour = LINEARtoSRGB(colour); // gamma-correction
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#if 0
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}
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#endif
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// DEBUG motion vectors
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//colour = vec3(length(imageLoad(position_t, pix).rgb - imageLoad(prev_position_t, pix).rgb));
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// TODO: need to extract reprojecting from this shader because reprojected stuff need svgf denoising pass after it
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const vec3 origin = (ubo.ubo.inv_view * vec4(0., 0., 0., 1.)).xyz;
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const float depth = length(origin - imageLoad(position_t, pix).xyz);
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const vec3 prev_position = imageLoad(geometry_prev_position, pix).rgb;
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const vec4 clip_space = inverse(ubo.ubo.prev_inv_proj) * vec4((inverse(ubo.ubo.prev_inv_view) * vec4(prev_position, 1.)).xyz, 1.);
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const vec2 reproj_uv = clip_space.xy / clip_space.w;
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const ivec2 reproj_pix = ivec2((reproj_uv * 0.5 + vec2(0.5)) * vec2(res));
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const vec3 prev_origin = (ubo.ubo.prev_inv_view * vec4(0., 0., 0., 1.)).xyz;
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const float depth_nessesary = length(prev_position - prev_origin);
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const float depth_treshold = 0.01 * clip_space.w;
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float better_depth_offset = depth_treshold;
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vec3 history_colour = colour;
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for(int x = -1; x <=1; x++) {
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for(int y = -1; y <=1; y++) {
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const ivec2 p = reproj_pix + ivec2(x, y);
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if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) {
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continue;
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}
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const vec4 history_colour_depth = imageLoad( prev_dest, reproj_pix );
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const float history_depth = history_colour_depth.w;
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const float depth_offset = abs(history_depth - depth_nessesary);
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if ( depth_offset < better_depth_offset ) {
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better_depth_offset = depth_offset;
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history_colour = history_colour_depth.rgb;
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}
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}
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}
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if (better_depth_offset < depth_treshold) {
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colour = mix(colour, history_colour, 0.8);
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}
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// DEBUG motion vectors
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//colour = vec3(length(imageLoad(position_t, pix).rgb - imageLoad(geometry_prev_position, pix).rgb));
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//const vec4 prev_colour = imageLoad(prev_dest, pix);
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//colour = mix(colour, prev_colour.rgb, vec3(.9));
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imageStore(out_dest, pix, vec4(colour, depth));
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//imageStore(out_dest, pix, imageLoad(light_poly, pix));
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imageStore(out_dest, pix, vec4(colour, 0./*unused*/));
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}
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