#version 450 layout(local_size_x = 8, local_size_y = 8) in; layout(set = 0, binding = 0) uniform sampler2D sceneColor; layout(set = 0, binding = 1) uniform sampler2D depthBuffer; layout(set = 0, binding = 2) uniform sampler2D motionVectors; layout(set = 0, binding = 3) uniform sampler2D historyInput; layout(set = 0, binding = 4, rgba16f) uniform writeonly image2D historyOutput; layout(push_constant) uniform PushConstants { vec4 internalSize; // xy = internal resolution, zw = 1/internal vec4 displaySize; // xy = display resolution, zw = 1/display vec4 jitterOffset; // xy = current jitter (NDC-space), zw = unused vec4 params; // x = resetHistory (1=reset), y = sharpness, zw = unused } pc; vec3 rgbToYCoCg(vec3 rgb) { float y = 0.25 * rgb.r + 0.5 * rgb.g + 0.25 * rgb.b; float co = 0.5 * rgb.r - 0.5 * rgb.b; float cg = -0.25 * rgb.r + 0.5 * rgb.g - 0.25 * rgb.b; return vec3(y, co, cg); } vec3 yCoCgToRgb(vec3 ycocg) { float y = ycocg.x; float co = ycocg.y; float cg = ycocg.z; return vec3(y + co - cg, y + cg, y - co - cg); } void main() { ivec2 outPixel = ivec2(gl_GlobalInvocationID.xy); ivec2 outSize = ivec2(pc.displaySize.xy); if (outPixel.x >= outSize.x || outPixel.y >= outSize.y) return; vec2 outUV = (vec2(outPixel) + 0.5) * pc.displaySize.zw; vec3 currentColor = texture(sceneColor, outUV).rgb; if (pc.params.x > 0.5) { imageStore(historyOutput, outPixel, vec4(currentColor, 1.0)); return; } vec2 motion = texture(motionVectors, outUV).rg; vec2 historyUV = outUV + motion; float historyValid = (historyUV.x >= 0.0 && historyUV.x <= 1.0 && historyUV.y >= 0.0 && historyUV.y <= 1.0) ? 1.0 : 0.0; vec3 historyColor = texture(historyInput, historyUV).rgb; // Neighborhood clamping in YCoCg space vec2 texelSize = pc.internalSize.zw; vec3 s0 = rgbToYCoCg(currentColor); vec3 s1 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb); vec3 s2 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb); vec3 s3 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, -texelSize.y)).rgb); vec3 s4 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, texelSize.y)).rgb); vec3 s5 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, -texelSize.y)).rgb); vec3 s6 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, -texelSize.y)).rgb); vec3 s7 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, texelSize.y)).rgb); vec3 s8 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, texelSize.y)).rgb); vec3 m1 = s0 + s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8; vec3 m2 = s0*s0 + s1*s1 + s2*s2 + s3*s3 + s4*s4 + s5*s5 + s6*s6 + s7*s7 + s8*s8; vec3 mean = m1 / 9.0; vec3 variance = max(m2 / 9.0 - mean * mean, vec3(0.0)); vec3 stddev = sqrt(variance); float gamma = 1.5; vec3 boxMin = mean - gamma * stddev; vec3 boxMax = mean + gamma * stddev; vec3 historyYCoCg = rgbToYCoCg(historyColor); vec3 clampedHistory = clamp(historyYCoCg, boxMin, boxMax); historyColor = yCoCgToRgb(clampedHistory); float clampDist = length(historyYCoCg - clampedHistory); float blendFactor = mix(0.05, 0.30, clamp(clampDist * 2.0, 0.0, 1.0)); blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid); vec3 result = mix(historyColor, currentColor, blendFactor); imageStore(historyOutput, outPixel, vec4(result, 1.0)); }