mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
46 lines
1.5 KiB
GLSL
46 lines
1.5 KiB
GLSL
#version 450
|
|
|
|
layout(local_size_x = 8, local_size_y = 8) in;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D depthBuffer;
|
|
layout(set = 0, binding = 1, rg16f) uniform writeonly image2D motionVectors;
|
|
|
|
layout(push_constant) uniform PushConstants {
|
|
mat4 prevViewProjection; // previous jittered VP
|
|
mat4 invCurrentViewProj; // inverse(current jittered VP)
|
|
} pc;
|
|
|
|
void main() {
|
|
ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
|
|
ivec2 imgSize = imageSize(motionVectors);
|
|
if (pixelCoord.x >= imgSize.x || pixelCoord.y >= imgSize.y) return;
|
|
|
|
float depth = texelFetch(depthBuffer, pixelCoord, 0).r;
|
|
|
|
// Pixel center UV and NDC
|
|
vec2 uv = (vec2(pixelCoord) + 0.5) / vec2(imgSize);
|
|
vec2 ndc = uv * 2.0 - 1.0;
|
|
|
|
// Reconstruct current world position from current frame depth.
|
|
vec4 clipPos = vec4(ndc, depth, 1.0);
|
|
vec4 worldPos = pc.invCurrentViewProj * clipPos;
|
|
if (abs(worldPos.w) < 1e-6) {
|
|
imageStore(motionVectors, pixelCoord, vec4(0.0, 0.0, 0.0, 0.0));
|
|
return;
|
|
}
|
|
worldPos /= worldPos.w;
|
|
|
|
// Project reconstructed world position into previous frame clip space.
|
|
vec4 prevClip = pc.prevViewProjection * worldPos;
|
|
if (abs(prevClip.w) < 1e-6) {
|
|
imageStore(motionVectors, pixelCoord, vec4(0.0, 0.0, 0.0, 0.0));
|
|
return;
|
|
}
|
|
vec2 prevNdc = prevClip.xy / prevClip.w;
|
|
vec2 prevUV = prevNdc * 0.5 + 0.5;
|
|
|
|
vec2 currentUV = uv;
|
|
vec2 motion = prevUV - currentUV;
|
|
|
|
imageStore(motionVectors, pixelCoord, vec4(motion, 0.0, 0.0));
|
|
}
|