rt/denoiser: split into diffuse/specular/direct/indirect channels

apply to lighting only, not to the final color
This commit is contained in:
Ivan 'provod' Avdeev 2023-02-11 11:06:33 -08:00
parent 780b225735
commit e9712f36e3
1 changed files with 120 additions and 132 deletions

View File

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