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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.glsl247
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
}