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- Selective neighborhood clamp: only modify history when there's actual motion or disocclusion — static pixels pass history through untouched, preventing jitter-chasing from the shifting variance box - Tonemapped accumulation: Reinhard tonemap before blend compresses bright edges so they don't disproportionately cause jitter - Jitter-aware sample weighting: blend 3-20% based on sample proximity - Soft MV dead zone: smoothstep instead of step avoids spatial discontinuity - Aggressive velocity response: 30%/px motion, 50% cap, 80% disocclusion - Terrain loading: radius 3 (49 tiles) to prevent spawn hitches, processOneReadyTile for smooth progress bar updates
50 lines
1.9 KiB
GLSL
50 lines
1.9 KiB
GLSL
#version 450
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D depthBuffer;
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layout(set = 0, binding = 1, rg16f) uniform writeonly image2D motionVectors;
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layout(push_constant) uniform PushConstants {
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mat4 reprojMatrix; // prevUnjitteredVP * inverse(currentUnjitteredVP)
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vec4 resolution; // xy = internal size, zw = 1/internal size
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vec4 jitterOffset; // xy = current jitter (NDC), zw = unused
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} pc;
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void main() {
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 imgSize = ivec2(pc.resolution.xy);
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if (pixelCoord.x >= imgSize.x || pixelCoord.y >= imgSize.y) return;
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float depth = texelFetch(depthBuffer, pixelCoord, 0).r;
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// Pixel center UV and NDC
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vec2 uv = (vec2(pixelCoord) + 0.5) * pc.resolution.zw;
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vec2 ndc = uv * 2.0 - 1.0;
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// Unjitter the NDC: the scene was rendered with jitter applied to
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// projection[2][0/1]. For RH perspective (P[2][3]=-1, clip.w=-vz):
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// jittered_ndc = unjittered_ndc - jitter
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// unjittered_ndc = ndc + jitter
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vec2 unjitteredNDC = ndc + pc.jitterOffset.xy;
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// Reproject to previous frame via unjittered VP matrices
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vec4 clipPos = vec4(unjitteredNDC, depth, 1.0);
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vec4 prevClip = pc.reprojMatrix * clipPos;
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vec2 prevNdc = prevClip.xy / prevClip.w;
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vec2 prevUV = prevNdc * 0.5 + 0.5;
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// Current unjittered UV for this pixel's world content
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vec2 currentUnjitteredUV = unjitteredNDC * 0.5 + 0.5;
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// Motion between unjittered positions — jitter-free.
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// For a static scene (identity reprojMatrix), this is exactly zero.
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vec2 motion = prevUV - currentUnjitteredUV;
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// Soft dead zone: smoothly fade out sub-pixel noise from float precision
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// in reprojMatrix (avoids hard spatial discontinuity from step())
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float motionPx = length(motion * pc.resolution.xy);
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motion *= smoothstep(0.0, 0.05, motionPx);
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imageStore(motionVectors, pixelCoord, vec4(motion, 0.0, 0.0));
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}
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