#version 460 #include "debug.glsl" #include "utils.glsl" #include "color_spaces.glsl" #define GLSL #include "ray_interop.h" #undef GLSL layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0, rgba16f) uniform image2D out_dest; layout(set = 0, binding = 1, rgba8) uniform readonly image2D base_color_a; layout(set = 0, binding = 2, rgba16f) uniform readonly image2D light_poly_diffuse; layout(set = 0, binding = 3, rgba16f) uniform readonly image2D light_poly_specular; layout(set = 0, binding = 4, rgba16f) uniform readonly image2D light_point_diffuse; layout(set = 0, binding = 5, rgba16f) uniform readonly image2D light_point_specular; 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, rgba8) uniform readonly image2D material_rmxx; layout(set = 0, binding = 10, rgba32f) uniform readonly image2D geometry_prev_position; 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_diffuse_atrous1; layout(set = 0, binding = 14, rgba16f) uniform readonly image2D indirect_specular; layout(set = 0, binding = 15, rgba16f) uniform image2D out_temporal_diffuse; layout(set = 0, binding = 16, rgba16f) uniform image2D prev_temporal_diffuse; layout(set = 0, binding = 17, rgba16f) uniform image2D out_temporal_specular; layout(set = 0, binding = 18, rgba16f) uniform image2D prev_temporal_specular; //#define DEBUG_NOISE #ifdef DEBUG_NOISE layout(set = 0, binding = 19) uniform sampler3D blue_noise_texture; #include "bluenoise.glsl" #endif layout(set = 0, binding = 20, rgba16f) uniform readonly image2D legacy_blend; //layout(set = 0, binding = 21) uniform sampler2D textures[MAX_TEXTURES]; #include "atrous.glsl" const int INDIRECT_SCALE = 2; // Blatantly copypasted from https://www.shadertoy.com/view/XsGfWV vec3 aces_tonemap(vec3 color){ mat3 m1 = mat3( 0.59719, 0.07600, 0.02840, 0.35458, 0.90834, 0.13383, 0.04823, 0.01566, 0.83777 ); mat3 m2 = mat3( 1.60475, -0.10208, -0.00327, -0.53108, 1.10813, -0.07276, -0.07367, -0.00605, 1.07602 ); vec3 v = m1 * color; vec3 a = v * (v + 0.0245786) - 0.000090537; vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081; //return pow(clamp(m2 * (a / b), 0.0, 1.0), vec3(1.0 / 2.2)); return clamp(m2 * (a / b), 0.0, 1.0); } vec3 reinhard(vec3 color){ return color / (color + 1.0); } vec3 reinhard02(vec3 c, vec3 Cwhite2) { return c * (1. + c / Cwhite2) / (1. + c); } float normpdf2(in float x2, in float sigma) { return 0.39894*exp(-0.5*x2/(sigma*sigma))/sigma; } float normpdf(in float x, in float sigma) { return normpdf2(x*x, sigma); } void readNormals(ivec2 uv, out vec3 geometry_normal, out vec3 shading_normal) { const vec4 n = imageLoad(normals_gs, uv); geometry_normal = normalDecode(n.xy); shading_normal = normalDecode(n.zw); } struct Components { vec3 direct_diffuse, direct_specular, indirect_diffuse, indirect_specular; }; Components dontBlurSamples(const ivec2 res, const ivec2 pix) { Components c; c.direct_diffuse = c.direct_specular = c.indirect_diffuse = c.indirect_specular = vec3(0.); const ivec2 p = pix; const ivec2 p_indirect = pix / INDIRECT_SCALE; c.direct_diffuse += imageLoad(light_point_diffuse, p).rgb; c.direct_diffuse += imageLoad(light_poly_diffuse, p).rgb; c.indirect_diffuse += imageLoad(indirect_diffuse, p_indirect).rgb; c.direct_specular += imageLoad(light_poly_specular, p).rgb; c.direct_specular += imageLoad(light_point_specular, p).rgb; c.indirect_specular += imageLoad(indirect_specular, p_indirect).rgb; return c; } #define BOX_BLUR(out, tex, res, center, kernel_range) \ { \ const float scale = 1. / pow(float(kernel_range * 2 + 1), 2.); \ for (int x = -kernel_range; x <= kernel_range; ++x) { \ for (int y = -kernel_range; y <= kernel_range; ++y) { \ const ivec2 p = center + ivec2(x, y); \ if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) \ continue; \ out += imageLoad(tex, p).rgb * scale; \ } /* for y */ \ } /* for x */ \ } #if 1 const int DIRECT_DIFFUSE_KERNEL = 3; const int DIRECT_SPECULAR_KERNEL = 2; const int INDIRECT_DIFFUSE_KERNEL = 5; const int INDIRECT_SPECULAR_KERNEL = 2; #else const int DIRECT_DIFFUSE_KERNEL = 1; const int DIRECT_SPECULAR_KERNEL = 1; const int INDIRECT_DIFFUSE_KERNEL = 1; const int INDIRECT_SPECULAR_KERNEL = 1; #endif Components boxBlurSamples(ivec2 res, ivec2 pix) { Components c; c.direct_diffuse = c.direct_specular = c.indirect_diffuse = c.indirect_specular = vec3(0.); BOX_BLUR(c.direct_diffuse, light_poly_diffuse, res, pix, DIRECT_DIFFUSE_KERNEL); BOX_BLUR(c.direct_diffuse, light_point_diffuse, res, pix, DIRECT_DIFFUSE_KERNEL); BOX_BLUR(c.direct_specular, light_poly_specular, res, pix, DIRECT_SPECULAR_KERNEL); BOX_BLUR(c.direct_specular, light_point_specular, res, pix, DIRECT_SPECULAR_KERNEL); res /= 2; pix /= 2; BOX_BLUR(c.indirect_diffuse, indirect_diffuse, res, pix, INDIRECT_DIFFUSE_KERNEL); BOX_BLUR(c.indirect_specular, indirect_specular, res, pix, INDIRECT_SPECULAR_KERNEL); return c; } Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_normal, vec3 geometry_normal) { Components c; c.direct_diffuse = c.direct_specular = c.indirect_diffuse = c.indirect_specular = vec3(0.); float weight_total_diffuse = 0.; float weight_total_specular = 0.; float weight_total_indirect_diffuse = 0.; float weight_total_indirect_specular = 0.; vec3 indirect_diffuse_c2 = vec3(0.); const ivec2 res_scaled = res / INDIRECT_SCALE; for (int x = 0; x <= ATROUS_KERNEL_WIDTH; ++x) { for (int y = 0; y <= ATROUS_KERNEL_WIDTH; ++y) { const ivec2 offset = ivec2(x, y); // 1. Direct diffuse { const float sn_phi = .5; const float p_phi = 2.; const int step_width = 3; ivec2 p; const float weight = aTrousSampleWeigth( res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p); if (weight > 0.) { weight_total_diffuse += weight; c.direct_diffuse += (imageLoad(light_poly_diffuse, p).rgb +imageLoad(light_point_diffuse, p).rgb) * weight; } } // 2. Direct specular { const float sn_phi = .5; const float p_phi = 1.; const int step_width = 1; ivec2 p; const float weight = aTrousSampleWeigth( res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p); if (weight > 0.) { weight_total_specular += weight; c.direct_specular += (imageLoad(light_poly_specular, p).rgb +imageLoad(light_point_specular, p).rgb) * weight; } } // 3. Indirect diffuse { const float sn_phi = .5; const float p_phi = 3.; const int step_width = 2; ivec2 p; const float weight = aTrousSampleWeigth( res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p); if (weight > 0.) { const ivec2 p_scaled = p / INDIRECT_SCALE; const bool do_indirect = all(lessThan(p_scaled, res_scaled)); if (do_indirect) { weight_total_indirect_diffuse += weight; indirect_diffuse_c2 += imageLoad(indirect_diffuse_atrous1, p_scaled).rgb * weight; } } } // 4. Indirect specular { const float sn_phi = .5; const float p_phi = 1.; const int step_width = 1; ivec2 p; const float weight = aTrousSampleWeigth( res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p); if (weight > 0.) { const ivec2 p_scaled = p / INDIRECT_SCALE; const bool do_indirect = all(lessThan(p_scaled, res_scaled)); if (do_indirect) { weight_total_indirect_specular += weight; c.indirect_specular += imageLoad(indirect_specular, p_scaled).rgb * weight; } } } } // for y } // for x const float one_over_weight_diffuse = 1. / weight_total_diffuse; const float one_over_weight_specular = 1. / weight_total_specular; const float one_over_weight_indirect_diffuse = 1. / weight_total_indirect_diffuse; const float one_over_weight_indirect_specular = 1. / weight_total_indirect_specular; c.direct_diffuse *= one_over_weight_diffuse; c.direct_specular *= one_over_weight_specular; indirect_diffuse_c2 *= one_over_weight_indirect_diffuse; c.indirect_specular *= one_over_weight_indirect_specular; const vec3 indirect_diffuse_c0 = imageLoad(indirect_diffuse, pix / INDIRECT_SCALE).rgb; const vec3 indirect_diffuse_c1 = imageLoad(indirect_diffuse_atrous1, pix / INDIRECT_SCALE).rgb; const vec3 d0 = indirect_diffuse_c1 - indirect_diffuse_c0; const vec3 d1 = indirect_diffuse_c2 - indirect_diffuse_c1; // TODO(or not todo): The Á-Trous paper mentions that it should be c2 + d1 + d0, but // it gives horrible artifacts. Either I'm misreading the paper, or something else is broken here, // Using just c2 seems fine enough (although still not up to original paper image quality) c.indirect_diffuse = indirect_diffuse_c2;// + d1 + d0; return c; } 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 = max(max(max(DIRECT_DIFFUSE_KERNEL, INDIRECT_DIFFUSE_KERNEL), DIRECT_SPECULAR_KERNEL), INDIRECT_SPECULAR_KERNEL); const float direct_diffuse_sigma = DIRECT_DIFFUSE_KERNEL / 2.; const float indirect_diffuse_sigma = INDIRECT_DIFFUSE_KERNEL / 2.; const float direct_specular_sigma = DIRECT_SPECULAR_KERNEL / 2.; const float indirect_specular_sigma = INDIRECT_SPECULAR_KERNEL / 2.; float direct_diffuse_total = 0.; float indirect_diffuse_total = 0.; float direct_specular_total = 0.; float indirect_specular_total = 0.; const ivec2 res_scaled = res / INDIRECT_SCALE; 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; } vec3 sample_geometry_normal, sample_shading_normal; readNormals(p, sample_geometry_normal, sample_shading_normal); float scale = 1.f; // 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(center_pos.w * 4. / 100., 0., distance(center_pos.xyz, sample_pos.xyz)); if ( scale <= 0. ) continue; const ivec2 p_indirect = pix / INDIRECT_SCALE + ivec2(x, y); const bool do_indirect = all(lessThan(p_indirect, res_scaled)) && all(greaterThanEqual(p_indirect, ivec2(0))); if (all(lessThan(abs(ivec2(x, y)), ivec2(DIRECT_DIFFUSE_KERNEL)))) { const float direct_diffuse_scale = scale * normpdf(x, direct_diffuse_sigma) * normpdf(y, direct_diffuse_sigma); direct_diffuse_total += direct_diffuse_scale; c.direct_diffuse += imageLoad(light_point_diffuse, p).rgb * direct_diffuse_scale; c.direct_diffuse += imageLoad(light_poly_diffuse, p).rgb * direct_diffuse_scale; } if (all(lessThan(abs(ivec2(x, y)), ivec2(INDIRECT_DIFFUSE_KERNEL))) && do_indirect) { // TODO indirect operates at different scale, do a separate pass const float indirect_diffuse_scale = scale * normpdf(x, indirect_diffuse_sigma) * normpdf(y, indirect_diffuse_sigma); indirect_diffuse_total += indirect_diffuse_scale; c.indirect_diffuse += imageLoad(indirect_diffuse, p_indirect).rgb * indirect_diffuse_scale; } if (all(lessThan(abs(ivec2(x, y)), ivec2(DIRECT_SPECULAR_KERNEL)))) { const float specular_scale = scale * normpdf(x, direct_specular_sigma) * normpdf(y, direct_specular_sigma); direct_specular_total += specular_scale; c.direct_specular += imageLoad(light_poly_specular, p).rgb * specular_scale; DEBUG_VALIDATE_VEC3(c.direct_specular, "%d c.direct_specular=(%f,%f,%f) poly"); c.direct_specular += imageLoad(light_point_specular, p).rgb * specular_scale; DEBUG_VALIDATE_VEC3(c.direct_specular, "%d c.direct_specular=(%f,%f,%f) point"); } if (all(lessThan(abs(ivec2(x, y)), ivec2(INDIRECT_SPECULAR_KERNEL)))) { const ivec2 p_indirect = (pix + ivec2(x, y)) / INDIRECT_SCALE;// + ivec2(x, y); const bool do_indirect = all(lessThan(p_indirect, res_scaled)) && all(greaterThanEqual(p_indirect, ivec2(0))); if (do_indirect) { // TODO indirect operates at different scale, do a separate pass const float specular_scale = scale * normpdf(x, indirect_specular_sigma) * normpdf(y, indirect_specular_sigma); indirect_specular_total += specular_scale; c.indirect_specular += imageLoad(indirect_specular, p_indirect).rgb * specular_scale; } } } if (direct_diffuse_total > 0.) c.direct_diffuse /= direct_diffuse_total; if (indirect_diffuse_total > 0.) c.indirect_diffuse *= indirect_diffuse_total; #ifdef DEBUG_VALIDATE_EXTRA if (IS_INVALIDV(c.direct_specular)) { debugPrintfEXT("c.direct_specular=(%f,%f,%f)", PRIVEC3(c.direct_specular)); c.direct_specular = vec3(0.); } if (IS_INVALID(direct_specular_total)) { debugPrintfEXT("direct_specular_total=%f", direct_specular_total); direct_specular_total = 0.; } #endif if (direct_specular_total > 0.) c.direct_specular *= direct_specular_total; if (indirect_specular_total > 0.) c.indirect_specular *= indirect_specular_total; #ifdef DEBUG_VALIDATE_EXTRA if (IS_INVALIDV(c.indirect_specular)) { debugPrintfEXT("c.indirect_specular=(%f,%f,%f)", PRIVEC3(c.indirect_specular)); c.indirect_specular = vec3(0.); } #endif return c; } void main() { const ivec2 res = ubo.ubo.res; const ivec2 pix = ivec2(gl_GlobalInvocationID); if (any(greaterThanEqual(pix, res))) { return; } const vec3 position = imageLoad(position_t, pix).xyz; vec3 geometry_normal, shading_normal; readNormals(pix, geometry_normal, shading_normal); if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DISABLED) { // no-op, just continue } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_BASECOLOR) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(imageLoad(base_color_a, pix).rgb), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_BASEALPHA) { imageStore(out_dest, pix, imageLoad(base_color_a, pix).aaaa); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_EMISSIVE) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(imageLoad(emissive, pix).rgb), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_MATERIAL) { imageStore(out_dest, pix, vec4(imageLoad(material_rmxx, pix).rg, 0., 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_NSHADE) { imageStore(out_dest, pix, vec4(.5 + shading_normal * .5, 0.)); return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_NGEOM) { imageStore(out_dest, pix, vec4(.5 + geometry_normal * .5, 0.)); return; } #ifdef DEBUG_NOISE imageStore(out_dest, pix, blueNoise(ivec3(pix.xy, ubo.ubo.frame_counter))); return; #endif //const Components c = blurSamples(res, pix); //const Components c = boxBlurSamples(res, pix); //const Components c = dontBlurSamples(res, pix); const Components c = blurATrous(res, pix, position, shading_normal, geometry_normal); if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DISABLED) { // Skip } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DIRECT) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.direct_diffuse + c.direct_specular), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DIRECT_DIFF) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.direct_diffuse), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DIRECT_SPEC) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.direct_specular), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_INDIRECT) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.indirect_diffuse + c.indirect_specular), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_INDIRECT_SPEC) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.indirect_specular), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_INDIRECT_DIFF) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.indirect_diffuse), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_DIFFUSE) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.indirect_diffuse + c.direct_diffuse), 0.)); return; return; } else if (ubo.ubo.debug_display_only == DEBUG_DISPLAY_SPECULAR) { imageStore(out_dest, pix, vec4(LINEARtoSRGB(c.indirect_specular + c.direct_specular), 0.)); return; return; } vec3 diffuse = c.direct_diffuse + c.indirect_diffuse; vec3 specular = c.direct_specular + c.indirect_specular; { //#define DISABLE_TEMPORAL_DENOISER #ifndef DISABLE_TEMPORAL_DENOISER // 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 - position); 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_diffuse = diffuse; vec3 history_specular = specular; const int TEMPORAL_KERNEL = 1; // lifekilled says it should be fixed for(int x = -TEMPORAL_KERNEL; x <=TEMPORAL_KERNEL; x++) { for(int y = -TEMPORAL_KERNEL; y <=TEMPORAL_KERNEL; y++) { const ivec2 p = reproj_pix + ivec2(x, y); if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) { continue; } if (any(greaterThanEqual(reproj_pix, res)) || any(lessThan(reproj_pix, 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 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; } } } #ifdef DEBUG_VALIDATE_EXTRA if (IS_INVALIDV(history_specular)) { debugPrintfEXT("PRE pix=(%d,%d) history_specular=inv", pix.x, pix.y); history_specular = vec3(0.); } if (IS_INVALIDV(specular)) { debugPrintfEXT("PRE pix=(%d,%d) specular=(%f,%f,%f)", pix.x, pix.y, PRIVEC3(specular)); specular = vec3(0.); } #endif if (better_depth_offset < depth_treshold) { diffuse = mix(diffuse, history_diffuse, 0.8); specular = mix(specular, history_specular, 0.3); } #ifdef DEBUG_VALIDATE_EXTRA if (IS_INVALIDV(diffuse)) { debugPrintfEXT("pix=(%d,%d) diffuse=inv", pix.x, pix.y); diffuse = vec3(0.); } if (IS_INVALIDV(specular)) { debugPrintfEXT("pix=(%d,%d) new_specular=inv, specular=(%f, %f, %f) history_specular=(%f, %f, %f)", pix.x, pix.y, specular.r, specular.g, specular.b, history_specular.r, history_specular.g, history_specular.b ); specular = vec3(0.); } #endif DEBUG_VALIDATE_RANGE_VEC3("denoiser.diffuse", diffuse, 0., 1e6); DEBUG_VALIDATE_RANGE_VEC3("denoiser.specular", specular, 0., 1e6); imageStore(out_temporal_diffuse, pix, vec4(diffuse, depth)); imageStore(out_temporal_specular, pix, vec4(specular, 0./*unused*/)); #endif // ifndef DISABLE_TEMPORAL_DENOISER } vec3 colour = vec3(0.); if (ubo.ubo.debug_display_only != DEBUG_DISPLAY_LIGHTING) { const vec3 base_color = SRGBtoLINEAR(imageLoad(base_color_a, pix).rgb); const float metalness = imageLoad(material_rmxx, pix).g; colour = mixFinalColor(base_color, diffuse, specular, metalness); } else { colour = diffuse + specular; } const vec4 legacy_blend = imageLoad(legacy_blend, pix); colour += imageLoad(emissive, pix).rgb; // Revealage. TODO: which colorspace? colour *= legacy_blend.a; colour = LINEARtoSRGB(colour); // See issue https://github.com/w23/xash3d-fwgs/issues/668, map test_blendmode_additive_alpha. // Adding emissive_blend to the final color in the *incorrect* sRGB-γ space. It makes // it look much more like the original. Adding emissive in the *correct* linear space differs // from the original a lot, and looks perceptively worse. colour += legacy_blend.rgb; DEBUG_VALIDATE_RANGE_VEC3("denoiser.colour", colour, 0., 1e6); imageStore(out_dest, pix, vec4(colour, 0./*unused*/)); }