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authorClément Foucault <foucault.clem@gmail.com>2018-04-20 19:24:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-20 19:29:33 +0300
commit73d2e6f2021e649a1bf8952c37ce870562a884e4 (patch)
tree915c066afd7d92a433720b0a415da4de177d8720 /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parentbe307d6032f390cd71bcbb92402c1929a085db1f (diff)
Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or during playback. This does not do Anti Aliasing because this would conflict with the outline pass. We could enable AA jittering in "only render" mode though. There are many things to improve but this is a solid basis to build upon.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl25
1 files changed, 25 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index b5e54c8747a..9f4f508d6fd 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -95,6 +95,30 @@ vec3 project_point(mat4 m, vec3 v) {
return tmp.xyz / tmp.w;
}
+#define min3(a, b, c) min(a, min(b, c))
+#define min4(a, b, c, d) min(a, min3(b, c, d))
+#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
+#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
+#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
+#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
+#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
+
+#define max3(a, b, c) max(a, max(b, c))
+#define max4(a, b, c, d) max(a, max3(b, c, d))
+#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
+#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
+#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
+#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
+#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
+
+#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
+#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
+#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
+#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
+#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
+#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
+#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
+
float min_v2(vec2 v) { return min(v.x, v.y); }
float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
float max_v2(vec2 v) { return max(v.x, v.y); }
@@ -252,6 +276,7 @@ void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
}
/* ---- Opengl Depth conversion ---- */
+
float linear_depth(bool is_persp, float z, float zf, float zn)
{
if (is_persp) {