431 lines
12 KiB
GLSL
431 lines
12 KiB
GLSL
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#define NO_GBUFFER_SAMPLING
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#include "./Flax/Common.hlsl"
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#include "./Flax/GBuffer.hlsl"
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META_CB_BEGIN(0, Data)
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GBufferData GBuffer;
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// Camera Motion Vectors
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float4x4 CurrentVP;
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float4x4 PreviousVP;
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float4 TemporalAAJitter;
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// Motion Blur
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float2 TileMaxOffs;
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float VelocityScale;
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int TileMaxLoop;
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float MaxBlurRadius;
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float RcpMaxBlurRadius;
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float2 TexelSize1;
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float2 TexelSize2;
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float2 TexelSize4;
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float2 TexelSizeV;
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float2 TexelSizeNM;
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float LoopCount;
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float Dummy0;
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float2 MotionVectorsTexelSize;
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// Motion Vectors Debug Parameters
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float DebugBlend;
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float DebugAmplitude;
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int DebugColumnCount;
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int DebugRowCount;
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META_CB_END
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DECLARE_GBUFFERDATA_ACCESS(GBuffer)
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Texture2D Input0 : register(t0);
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Texture2D Input1 : register(t1);
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Texture2D Input2 : register(t2);
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// Converts a motion vector into RGBA color.
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float4 VectorToColor(float2 mv)
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{
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float phi = atan2(mv.x, mv.y);
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float hue = (phi / PI + 1) * 0.5;
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float r = abs(hue * 6 - 3) - 1;
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float g = 2 - abs(hue * 6 - 2);
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float b = 2 - abs(hue * 6 - 4);
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float a = length(mv);
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return saturate(float4(r, g, b, a));
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}
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// Pixel shader for motion vectors debug view
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_MotionVectorsDebug(Quad_VS2PS input) : SV_Target
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{
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float4 src = SAMPLE_RT(Input0, input.TexCoord);
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float2 mv = SAMPLE_RT(Input1, input.TexCoord).rg * (DebugAmplitude * 5.0f);
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float4 mc = VectorToColor(mv);
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float3 rgb = mc.rgb;
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float src_ratio = saturate(2 - DebugBlend * 2);
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float mc_ratio = saturate(DebugBlend * 2);
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rgb = lerp(src.rgb * src_ratio, rgb, mc.a * mc_ratio);
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return float4(rgb, src.a);
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}
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// Motion vector arrow data from VS to PS
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struct ArrowVaryings
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{
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float4 Position : SV_POSITION;
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float2 ScreenUV : TEXCOORD;
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float4 Color : COLOR;
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};
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META_VS(true, FEATURE_LEVEL_ES2)
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ArrowVaryings VS_DebugArrow(uint VertexId : SV_VertexID)
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{
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// Screen aspect ratio
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float aspect = GBuffer.ScreenSize.x * GBuffer.ScreenSize.w;
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float inv_aspect = GBuffer.ScreenSize.y * GBuffer.ScreenSize.z;
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// Vertex IDs
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uint arrow_id = VertexId / 6;
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uint point_id = VertexId - arrow_id * 6;
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// Column/Row number of the arrow
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uint row = arrow_id / DebugColumnCount;
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uint col = arrow_id - row * DebugColumnCount;
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// Texture coordinate of the reference point
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float2 uv = float2((col + 0.5) / DebugColumnCount, (row + 0.5) / DebugRowCount);
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// Retrieve the motion vector
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float2 mv = SAMPLE_RT(Input1, uv).rg * DebugAmplitude;
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// Arrow color
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float4 color = VectorToColor(mv);
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// Arrow vertex position parameter (0 = origin, 1 = head)
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float arrow_l = point_id > 0;
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// Rotation matrix for the arrow head
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float2 head_dir = normalize(mv * float2(aspect, 1));
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float2x2 head_rot = float2x2(head_dir.y, head_dir.x, -head_dir.x, head_dir.y);
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// Offset for arrow head vertices
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float head_x = point_id == 3 ? -1 : (point_id == 5 ? 1 : 0);
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head_x *= arrow_l * 0.3 * saturate(length(mv) * DebugRowCount);
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float2 head_offs = float2(head_x, -abs(head_x));
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head_offs = mul(head_rot, head_offs) * float2(inv_aspect, 1);
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// Vertex position in the clip space
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float2 vp = mv * arrow_l + head_offs * 2 / DebugRowCount + uv * 2 - 1;
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// Convert to the screen coordinates
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float2 scoord = (vp + 1) * 0.5 * GBuffer.ScreenSize.xy;
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// Snap to a pixel-perfect position.
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scoord = round(scoord);
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// Bring back to the clip space
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vp = (scoord + 0.5) * GBuffer.ScreenSize.zw * 2 - 1;
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vp.y *= -1;
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// Color tweaks
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color.rgb = lerp(color.rgb, 1, 0.5);
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color.a = DebugBlend;
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// Output
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ArrowVaryings output;
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output.Position = float4(vp, 0, 1);
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output.ScreenUV = scoord;
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output.Color = color;
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return output;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_DebugArrow(ArrowVaryings input) : SV_Target
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{
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// Pseudo anti-aliasing
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float aa = length(frac(input.ScreenUV) - 0.5) / 0.707;
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aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma
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return float4(input.Color.rgb, input.Color.a * aa);
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}
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// Pixel shader for camera motion vectors
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_CameraMotionVectors(Quad_VS2PS input) : SV_Target
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{
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// Get the pixel world space position
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float deviceDepth = SAMPLE_RT(Input0, input.TexCoord).r;
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GBufferData gBufferData = GetGBufferData();
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float4 worldPos = float4(GetWorldPos(gBufferData, input.TexCoord, deviceDepth), 1);
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float4 prevClipPos = mul(worldPos, PreviousVP);
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float4 curClipPos = mul(worldPos, CurrentVP);
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float2 prevHPos = prevClipPos.xy / prevClipPos.w;
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float2 curHPos = curClipPos.xy / curClipPos.w;
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// Revert temporal jitter offset
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prevHPos -= TemporalAAJitter.zw;
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curHPos -= TemporalAAJitter.xy;
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// Clip Space -> UV Space
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float2 vPosPrev = prevHPos.xy * 0.5f + 0.5f;
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float2 vPosCur = curHPos.xy * 0.5f + 0.5f;
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vPosPrev.y = 1.0 - vPosPrev.y;
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vPosCur.y = 1.0 - vPosCur.y;
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return float4(vPosCur - vPosPrev, 0, 1);
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}
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// Pixel Shader for velocity texture setup
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_VelocitySetup(Quad_VS2PS input) : SV_Target
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{
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// Sample the motion vector
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float2 v = SAMPLE_RT(Input0, input.TexCoord).rg;
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// Apply the exposure time and convert to the pixel space
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v *= (VelocityScale * 0.5) * GBuffer.ScreenSize.xy;
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// Clamp the vector with the maximum blur radius
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v /= max(1.0, length(v) * RcpMaxBlurRadius);
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// Sample the depth of the pixel
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float depth = SAMPLE_RT(Input1, input.TexCoord).r;
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GBufferData gBufferData = GetGBufferData();
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depth = LinearizeZ(gBufferData, depth);
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// Pack into 10/10/10/2 format
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return float4((v * RcpMaxBlurRadius + 1.0) * 0.5, depth, 0.0);
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}
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float2 MaxV(float2 v1, float2 v2)
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{
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return dot(v1, v1) < dot(v2, v2) ? v2 : v1;
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}
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// Pixel Shader for TileMax filter (2 pixel width with normalization)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_TileMax1(Quad_VS2PS input) : SV_Target
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{
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float4 d = TexelSize1.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
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float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
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float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
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float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
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v1 = (v1 * 2.0 - 1.0) * MaxBlurRadius;
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v2 = (v2 * 2.0 - 1.0) * MaxBlurRadius;
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v3 = (v3 * 2.0 - 1.0) * MaxBlurRadius;
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v4 = (v4 * 2.0 - 1.0) * MaxBlurRadius;
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return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// Pixel Shader for TileMax filter (2 pixel width)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_TileMax2(Quad_VS2PS input) : SV_Target
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{
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float4 d = TexelSize2.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
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float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
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float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
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float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
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return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// Pixel Shader for TileMax filter (2 pixel width)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_TileMax4(Quad_VS2PS input) : SV_Target
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{
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float4 d = TexelSize4.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
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float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
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float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
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float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
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return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// Pixel Shader for TileMax filter (variable width)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_TileMaxV(Quad_VS2PS input) : SV_Target
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{
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float2 uv0 = input.TexCoord + TexelSizeV.xy * TileMaxOffs.xy;
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float2 du = float2(TexelSizeV.x, 0.0);
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float2 dv = float2(0.0, TexelSizeV.y);
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float2 vo = 0.0;
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LOOP
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for (int x = 0; x < TileMaxLoop; x++)
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{
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LOOP
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for (int y = 0; y < TileMaxLoop; y++)
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{
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float2 uv = uv0 + du * x + dv * y;
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vo = MaxV(vo, SAMPLE_RT(Input0, uv).rg);
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}
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}
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return float4(vo, 0.0, 0.0);
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}
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// Pixel Shader for NeighborMax filter
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_NeighborMax(Quad_VS2PS input) : SV_Target
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{
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// Center weight tweak
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const float cw = 1.01;
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float4 d = TexelSizeNM.xyxy * float4(1.0, 1.0, -1.0, 0.0);
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float2 v1 = SAMPLE_RT(Input0, input.TexCoord - d.xy).rg;
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float2 v2 = SAMPLE_RT(Input0, input.TexCoord - d.wy).rg;
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float2 v3 = SAMPLE_RT(Input0, input.TexCoord - d.zy).rg;
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float2 v4 = SAMPLE_RT(Input0, input.TexCoord - d.xw).rg;
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float2 v5 = SAMPLE_RT(Input0, input.TexCoord).rg * cw;
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float2 v6 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
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float2 v7 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
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float2 v8 = SAMPLE_RT(Input0, input.TexCoord + d.wy).rg;
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float2 v9 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
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float2 va = MaxV(v1, MaxV(v2, v3));
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float2 vb = MaxV(v4, MaxV(v5, v6));
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float2 vc = MaxV(v7, MaxV(v8, v9));
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return float4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
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}
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// Interleaved gradient function from Jimenez 2014
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// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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float GradientNoise(float2 uv)
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{
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uv = floor(uv * GBuffer.ScreenSize.xy);
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float f = dot(float2(0.06711056, 0.00583715), uv);
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return frac(52.9829189 * frac(f));
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}
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// Returns true or false with a given interval
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bool Interval(float phase, float interval)
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{
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return frac(phase / interval) > 0.499;
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}
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// Jitter function for tile lookup
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float2 JitterTile(float2 uv)
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{
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float rx, ry;
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sincos(GradientNoise(uv + float2(2.0, 0.0)) * (2.0f * PI), ry, rx);
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return float2(rx, ry) * TexelSizeNM.xy * 0.25;
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}
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// Velocity sampling function
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float3 SampleVelocity(float2 uv)
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{
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float3 v = SAMPLE_RT(Input1, uv).xyz;
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return float3((v.xy * 2.0 - 1.0) * MaxBlurRadius, v.z);
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}
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// Pixel Shader for reconstruction filter (applies the motion blur to the frame)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Reconstruction(Quad_VS2PS input) : SV_Target
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{
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// Color sample at the center point
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const float4 c_p = SAMPLE_RT(Input0, input.TexCoord);
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// Velocity/Depth sample at the center point
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const float3 vd_p = SampleVelocity(input.TexCoord);
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const float l_v_p = max(length(vd_p.xy), 0.5);
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const float rcp_d_p = 1.0 / vd_p.z;
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// NeighborMax vector sample at the center point
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const float2 v_max = SAMPLE_RT(Input2, input.TexCoord + JitterTile(input.TexCoord)).xy;
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const float l_v_max = length(v_max);
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const float rcp_l_v_max = 1.0 / l_v_max;
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// Escape early if the NeighborMax vector is small enough
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if (l_v_max < 2.0)
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return c_p;
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// Use V_p as a secondary sampling direction except when it's too small
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// compared to V_max. This vector is rescaled to be the length of V_max.
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const float2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
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// Determine the sample count.
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const float sc = floor(min(LoopCount, l_v_max * 0.5));
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// Loop variables (starts from the outermost sample)
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const float dt = 1.0 / sc;
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const float t_offs = (GradientNoise(input.TexCoord) - 0.5) * dt;
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float t = 1.0 - dt * 0.5;
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float count = 0.0;
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// Background velocity
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// This is used for tracking the maximum velocity in the background layer
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float l_v_bg = max(l_v_p, 1.0);
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// Color accumlation
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float4 acc = 0.0;
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LOOP
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while (t > dt * 0.25)
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{
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// Sampling direction (switched per every two samples)
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const float2 v_s = Interval(count, 4.0) ? v_alt : v_max;
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// Sample position (inverted per every sample)
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const float t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
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// Distance to the sample position
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const float l_t = l_v_max * abs(t_s);
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// UVs for the sample position
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const float2 uv0 = input.TexCoord + v_s * t_s * GBuffer.ScreenSize.zw;
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//const float2 uv1 = input.TexCoord + v_s * t_s * MotionVectorsTexelSize.xy;
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const float2 uv1 = uv0;
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// Color sample
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const float3 c = SAMPLE_RT(Input0, uv0).rgb;
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// Velocity/Depth sample
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const float3 vd = SampleVelocity(uv1);
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// Background/Foreground separation
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const float fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
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// Length of the velocity vector
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const float l_v = lerp(l_v_bg, length(vd.xy), fg);
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// Sample weight
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// (Distance test) * (Spreading out by motion) * (Triangular window)
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const float w = saturate(l_v - l_t) / l_v * (1.2 - t);
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// Color accumulation
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acc += float4(c, 1.0) * w;
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// Update the background velocity.
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l_v_bg = max(l_v_bg, l_v);
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// Advance to the next sample.
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t = Interval(count, 2.0) ? t - dt : t;
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count += 1.0;
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}
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// Add the center sample
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acc += float4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
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return float4(acc.rgb / acc.a, c_p.a);
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}
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