diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl | 247 |
1 files changed, 209 insertions, 38 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index b7935235d06..fbf507a2e40 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -1,64 +1,235 @@ +/* + * Based on: + * A Fast and Stable Feature-Aware Motion Blur Filter + * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai + * + * With modification from the presentation: + * Next Generation Post Processing in Call of Duty Advanced Warfare + * by Jorge Jimenez + */ uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; +uniform sampler2D velocityBuffer; +uniform sampler2D tileMaxBuffer; -/* current frame */ -uniform mat4 currInvViewProjMatrix; +#define KERNEL 8 -/* past frame frame */ -uniform mat4 pastViewProjMatrix; +/* TODO(fclem) deduplicate this code. */ +uniform sampler2DArray utilTex; +#define LUT_SIZE 64 +#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) + +uniform float depthScale; +uniform ivec2 tileBufferSize; +uniform vec2 viewportSize; +uniform vec2 viewportSizeInv; +uniform bool isPerspective; +uniform vec2 nearFar; /* Near & far view depths values */ + +#define linear_depth(z) \ + ((isPerspective) ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \ + z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */ in vec4 uvcoordsvar; -out vec4 FragColor; +out vec4 fragColor; -#define MAX_SAMPLE 64 +#define saturate(a) clamp(a, 0.0, 1.0) -uniform int samples; +vec2 spread_compare(float center_motion_length, float sample_motion_length, float offset_length) +{ + return saturate(vec2(center_motion_length, sample_motion_length) - offset_length + 1.0); +} -float wang_hash_noise(uint s) +vec2 depth_compare(float center_depth, float sample_depth) { - uint seed = (uint(gl_FragCoord.x) * 1664525u + uint(gl_FragCoord.y)) + s; + return saturate(0.5 + vec2(depthScale, -depthScale) * (sample_depth - center_depth)); +} - seed = (seed ^ 61u) ^ (seed >> 16u); - seed *= 9u; - seed = seed ^ (seed >> 4u); - seed *= 0x27d4eb2du; - seed = seed ^ (seed >> 15u); +/* Kill contribution if not going the same direction. */ +float dir_compare(vec2 offset, vec2 sample_motion, float sample_motion_length) +{ + if (sample_motion_length < 0.5) { + return 1.0; + } + return (dot(offset, sample_motion) > 0.0) ? 1.0 : 0.0; +} - float value = float(seed); - value *= 1.0 / 4294967296.0; - return fract(value); +/* Return background (x) and foreground (y) weights. */ +vec2 sample_weights(float center_depth, + float sample_depth, + float center_motion_length, + float sample_motion_length, + float offset_length) +{ + /* Clasify foreground/background. */ + vec2 depth_weight = depth_compare(center_depth, sample_depth); + /* Weight if sample is overlapping or under the center pixel. */ + vec2 spread_weight = spread_compare(center_motion_length, sample_motion_length, offset_length); + return depth_weight * spread_weight; } -void main() +vec4 decode_velocity(vec4 velocity) { - vec3 ndc_pos; - ndc_pos.xy = uvcoordsvar.xy; - ndc_pos.z = texture(depthBuffer, uvcoordsvar.xy).x; + velocity = velocity * 2.0 - 1.0; + /* Needed to match cycles. Can't find why... (fclem) */ + velocity *= 0.5; + /* Transpose to pixelspace. */ + velocity *= viewportSize.xyxy; + return velocity; +} - float inv_samples = 1.0 / float(samples); - float noise = 2.0 * wang_hash_noise(0u) * inv_samples; +vec4 sample_velocity(vec2 uv) +{ + vec4 data = texture(velocityBuffer, uv); + return decode_velocity(data); +} - /* Normalize Device Coordinates are [-1, +1]. */ - ndc_pos = ndc_pos * 2.0 - 1.0; +vec2 sample_velocity(vec2 uv, const bool next) +{ + vec4 data = sample_velocity(uv); + data.xy = (next ? data.zw : data.xy); + return data.xy; +} - vec4 p = currInvViewProjMatrix * vec4(ndc_pos, 1.0); - vec3 world_pos = p.xyz / p.w; /* Perspective divide */ +void gather_sample(vec2 screen_uv, + float center_depth, + float center_motion_len, + vec2 offset, + float offset_len, + const bool next, + inout vec4 accum, + inout vec4 accum_bg, + inout vec3 w_accum) +{ + vec2 sample_uv = screen_uv - offset * viewportSizeInv; + vec2 sample_motion = sample_velocity(sample_uv, next); + float sample_motion_len = length(sample_motion); + float sample_depth = linear_depth(texture(depthBuffer, sample_uv).r); + vec4 col = textureLod(colorBuffer, sample_uv, 0.0); + + vec3 weights; + weights.xy = sample_weights( + center_depth, sample_depth, center_motion_len, sample_motion_len, offset_len); + weights.z = dir_compare(offset, sample_motion, sample_motion_len); + weights.xy *= weights.z; + + accum += col * weights.y; + accum_bg += col * weights.x; + w_accum += weights; +} - /* Now find where was this pixel position - * inside the past camera viewport */ - vec4 old_ndc = pastViewProjMatrix * vec4(world_pos, 1.0); - old_ndc.xyz /= old_ndc.w; /* Perspective divide */ +void gather_blur(vec2 screen_uv, + vec2 center_motion, + float center_depth, + vec2 max_motion, + float ofs, + const bool next, + inout vec4 accum, + inout vec4 accum_bg, + inout vec3 w_accum) +{ + float center_motion_len = length(center_motion); + float max_motion_len = length(max_motion); + + /* Tile boundaries randomization can fetch a tile where there is less motion than this pixel. + * Fix this by overriding the max_motion. */ + if (max_motion_len < center_motion_len) { + max_motion_len = center_motion_len; + max_motion = center_motion; + } - vec2 motion = (ndc_pos.xy - old_ndc.xy) * 0.25; /* 0.25 fit cycles ref */ + if (max_motion_len < 0.5) { + return; + } - float inc = 2.0 * inv_samples; - float i = -1.0 + noise; + int i; + float t, inc = 1.0 / float(KERNEL); + for (i = 0, t = ofs * inc; i < KERNEL; i++, t += inc) { + gather_sample(screen_uv, + center_depth, + center_motion_len, + max_motion * t, + max_motion_len * t, + next, + accum, + accum_bg, + w_accum); + } - FragColor = vec4(0.0); - for (int j = 0; j < samples && j < MAX_SAMPLE; j++) { - FragColor += textureLod(colorBuffer, uvcoordsvar.xy + motion * i, 0.0) * inv_samples; - i += inc; + if (center_motion_len < 0.5) { + return; } + + for (i = 0, t = ofs * inc; i < KERNEL; i++, t += inc) { + /* Also sample in center motion direction. + * Allow to recover motion where there is conflicting + * motion between foreground and background. */ + gather_sample(screen_uv, + center_depth, + center_motion_len, + center_motion * t, + center_motion_len * t, + next, + accum, + accum_bg, + w_accum); + } +} + +void main() +{ + vec2 uv = uvcoordsvar.xy; + + /* Data of the center pixel of the gather (target). */ + float center_depth = linear_depth(texture(depthBuffer, uv).r); + vec4 center_motion = sample_velocity(uv); + vec4 center_color = textureLod(colorBuffer, uv, 0.0); + + vec2 rand = texelfetch_noise_tex(gl_FragCoord.xy).xy; + + /* Randomize tile boundary to avoid ugly discontinuities. Randomize 1/4th of the tile. + * Note this randomize only in one direction but in practice it's enough. */ + rand.x = rand.x * 2.0 - 1.0; + ivec2 tile = ivec2(gl_FragCoord.xy + rand.x * float(EEVEE_VELOCITY_TILE_SIZE) * 0.25) / + EEVEE_VELOCITY_TILE_SIZE; + tile = clamp(tile, ivec2(0), tileBufferSize - 1); + vec4 max_motion = decode_velocity(texelFetch(tileMaxBuffer, tile, 0)); + + /* First (center) sample: time = T */ + /* x: Background, y: Foreground, z: dir. */ + vec3 w_accum = vec3(0.0, 0.0, 1.0); + vec4 accum_bg = vec4(0.0); + vec4 accum = vec4(0.0); + /* First linear gather. time = [T - delta, T] */ + gather_blur( + uv, center_motion.xy, center_depth, max_motion.xy, rand.y, false, accum, accum_bg, w_accum); + /* Second linear gather. time = [T, T + delta] */ + gather_blur( + uv, center_motion.zw, center_depth, max_motion.zw, rand.y, true, accum, accum_bg, w_accum); + +#if 1 + /* Avoid division by 0.0. */ + float w = 1.0 / (50.0 * float(KERNEL) * 4.0); + accum_bg += center_color * w; + w_accum.x += w; + /* Note: In Jimenez's presentation, they used center sample. + * We use background color as it contains more informations for foreground + * elements that have not enough weights. + * Yield beter blur in complex motion. */ + center_color = accum_bg / w_accum.x; +#endif + /* Merge background. */ + accum += accum_bg; + w_accum.y += w_accum.x; + /* Balance accumulation for failled samples. + * We replace the missing foreground by the background. */ + float blend_fac = saturate(1.0 - w_accum.y / w_accum.z); + fragColor = (accum / w_accum.z) + center_color * blend_fac; + +#if 0 /* For debugging. */ + fragColor.rgb = fragColor.ggg; + fragColor.rg += max_motion.xy; +#endif } |