Kelsidavis-WoWee/assets/shaders/fsr2_accumulate.comp.glsl

175 lines
6.5 KiB
GLSL

#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, y = sharpness, z = convergenceFrame, w = unused
} pc;
vec3 tonemap(vec3 c) {
float luma = max(dot(c, vec3(0.299, 0.587, 0.114)), 0.0);
return c / (1.0 + luma);
}
vec3 inverseTonemap(vec3 c) {
float luma = max(dot(c, vec3(0.299, 0.587, 0.114)), 0.0);
return c / max(1.0 - luma, 1e-4);
}
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);
}
vec3 clipAABB(vec3 aabbMin, vec3 aabbMax, vec3 history) {
vec3 center = 0.5 * (aabbMax + aabbMin);
vec3 extents = 0.5 * (aabbMax - aabbMin) + 0.001;
vec3 offset = history - center;
vec3 absUnits = abs(offset / extents);
float maxUnit = max(absUnits.x, max(absUnits.y, absUnits.z));
if (maxUnit > 1.0)
return center + offset / maxUnit;
return history;
}
// Lanczos2 kernel: sharper than bicubic, preserves high-frequency detail
float lanczos2(float x) {
if (abs(x) < 1e-6) return 1.0;
if (abs(x) >= 2.0) return 0.0;
float px = 3.14159265 * x;
return sin(px) * sin(px * 0.5) / (px * px * 0.5);
}
// Lanczos2 upsampling: sharper than Catmull-Rom bicubic
vec3 sampleLanczos(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 invTexSize = 1.0 / texSize;
vec2 texelPos = uv * texSize - 0.5;
ivec2 base = ivec2(floor(texelPos));
vec2 f = texelPos - vec2(base);
vec3 result = vec3(0.0);
float totalWeight = 0.0;
for (int y = -1; y <= 2; y++) {
for (int x = -1; x <= 2; x++) {
vec2 samplePos = (vec2(base + ivec2(x, y)) + 0.5) * invTexSize;
float wx = lanczos2(float(x) - f.x);
float wy = lanczos2(float(y) - f.y);
float w = wx * wy;
result += texture(tex, samplePos).rgb * w;
totalWeight += w;
}
}
return result / totalWeight;
}
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;
// Lanczos2 upsample: sharper than bicubic, better base image
vec3 currentColor = sampleLanczos(sceneColor, outUV, pc.internalSize.xy);
// Temporal accumulation mode.
const bool kUseTemporal = true;
if (!kUseTemporal || pc.params.x > 0.5) {
imageStore(historyOutput, outPixel, vec4(currentColor, 1.0));
return;
}
// Depth-dilated motion vector (3x3 nearest-to-camera)
vec2 texelSize = pc.internalSize.zw;
float closestDepth = texture(depthBuffer, outUV).r;
vec2 closestOffset = vec2(0.0);
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 off = vec2(float(x), float(y)) * texelSize;
float d = texture(depthBuffer, outUV + off).r;
if (d < closestDepth) {
closestDepth = d;
closestOffset = off;
}
}
}
vec2 motion = texture(motionVectors, outUV + closestOffset).rg;
float motionMag = length(motion * pc.displaySize.xy);
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;
// Tonemapped space for blending
vec3 tmCurrent = tonemap(currentColor);
vec3 tmHistory = tonemap(historyColor);
// 5-tap cross neighborhood for variance (cheaper than 9-tap, sufficient)
vec3 s0 = rgbToYCoCg(tmCurrent);
vec3 s1 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb));
vec3 s2 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb));
vec3 s3 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(0.0, -texelSize.y)).rgb));
vec3 s4 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(0.0, texelSize.y)).rgb));
vec3 m1 = s0 + s1 + s2 + s3 + s4;
vec3 m2 = s0*s0 + s1*s1 + s2*s2 + s3*s3 + s4*s4;
vec3 mean = m1 / 5.0;
vec3 variance = max(m2 / 5.0 - mean * mean, vec3(0.0));
vec3 stddev = sqrt(variance);
float gamma = 1.25;
vec3 boxMin = mean - gamma * stddev;
vec3 boxMax = mean + gamma * stddev;
// Variance clip history
vec3 tmHistYCoCg = rgbToYCoCg(tmHistory);
vec3 clippedYCoCg = clipAABB(boxMin, boxMax, tmHistYCoCg);
float clipDist = length(tmHistYCoCg - clippedYCoCg);
tmHistory = yCoCgToRgb(clippedYCoCg);
// --- Blend factor ---
// Base: always start from current frame (sharp Lanczos).
// Temporal blending only at edges with small fixed weight.
// This provides AA without blurring smooth areas.
// Edge detection: luminance variance in YCoCg
float edgeStrength = smoothstep(0.04, 0.12, stddev.x);
// Keep temporal reconstruction active continuously instead of freezing after
// a small convergence window. Favor history on stable pixels and favor
// current color when edge/motion risk is high to avoid blur/ghosting.
float motionFactor = smoothstep(0.05, 1.5, motionMag);
float currentBase = mix(0.12, 0.30, edgeStrength);
float blendFactor = mix(currentBase, 0.85, motionFactor);
// Disocclusion: replace stale history
blendFactor = max(blendFactor, clamp(clipDist * 5.0, 0.0, 0.80));
// Invalid history: use current frame
blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid);
// Blend in tonemapped space, inverse-tonemap back to linear
vec3 tmResult = mix(tmHistory, tmCurrent, blendFactor);
vec3 result = inverseTonemap(tmResult);
imageStore(historyOutput, outPixel, vec4(result, 1.0));
}