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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl111
1 files changed, 111 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
new file mode 100644
index 00000000000..e118777f6c8
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -0,0 +1,111 @@
+
+uniform sampler2D colorHistoryBuffer;
+uniform sampler2D velocityBuffer;
+
+out vec4 FragColor;
+
+vec4 safe_color(vec4 c)
+{
+ /* Clamp to avoid black square artifacts if a pixel goes NaN. */
+ return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */
+}
+
+#ifdef USE_REPROJECTION
+
+/**
+ * Adapted from https://casual-effects.com/g3d/G3D10/data-files/shader/Film/Film_temporalAA.pix
+ * which is adapted from https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
+ * which is adapted from https://github.com/playdeadgames/temporal
+ * Optimization by Stubbesaurus and epsilon adjustment to avoid division by zero.
+ *
+ * This can cause 3x3 blocks of color when there is a thin edge of a similar color that
+ * is varying in intensity.
+ */
+vec3 clip_to_aabb(vec3 color, vec3 minimum, vec3 maximum, vec3 average)
+{
+ /* note: only clips towards aabb center (but fast!) */
+ vec3 center = 0.5 * (maximum + minimum);
+ vec3 extents = 0.5 * (maximum - minimum);
+ vec3 dist = color - center;
+ vec3 ts = abs(extents) / max(abs(dist), vec3(0.0001));
+ float t = saturate(min_v3(ts));
+ return center + dist * t;
+}
+
+/**
+ * Vastly based on https://github.com/playdeadgames/temporal
+ */
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+ vec2 motion = texelFetch(velocityBuffer, texel, 0).rg;
+
+ /* Decode from unsigned normalized 16bit texture. */
+ motion = motion * 2.0 - 1.0;
+
+ /* Compute pixel position in previous frame. */
+ vec2 screen_res = vec2(textureSize(colorBuffer, 0).xy);
+ vec2 uv = gl_FragCoord.xy / screen_res;
+ vec2 uv_history = uv - motion;
+
+ ivec2 texel_history = ivec2(uv_history * screen_res);
+ vec4 color_history = textureLod(colorHistoryBuffer, uv_history, 0.0);
+
+ /* Color bounding box clamping. 3x3 neighborhood. */
+ vec4 c02 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 1));
+ vec4 c12 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, 1));
+ vec4 c22 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, 1));
+ vec4 c01 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 0));
+ vec4 c11 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, 0));
+ vec4 c21 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, 0));
+ vec4 c00 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, -1));
+ vec4 c10 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, -1));
+ vec4 c20 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, -1));
+
+ vec4 color = c11;
+
+ /* AABB minmax */
+ vec4 min_col = min9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+ vec4 max_col = max9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+ vec4 avg_col = avg9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+
+ /* bias the color aabb toward the center (rounding the shape) */
+ vec4 min_center = min5(c12, c01, c11, c21, c10);
+ vec4 max_center = max5(c12, c01, c11, c21, c10);
+ vec4 avg_center = avg5(c12, c01, c11, c21, c10);
+ min_col = (min_col + min_center) * 0.5;
+ max_col = (max_col + max_center) * 0.5;
+ avg_col = (avg_col + avg_center) * 0.5;
+
+ /* Clip color toward the center of the neighborhood colors AABB box. */
+ color_history.rgb = clip_to_aabb(color_history.rgb, min_col.rgb, max_col.rgb, avg_col.rgb);
+
+ /* Luminance weighting. */
+ /* TODO correct luminance */
+ float lum0 = dot(color.rgb, vec3(0.333));
+ float lum1 = dot(color_history.rgb, vec3(0.333));
+ float diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2));
+ float weight = 1.0 - diff;
+ float alpha = mix(0.04, 0.12, weight * weight);
+
+ color_history = mix(color_history, color, alpha);
+
+ bool out_of_view = any(greaterThanEqual(abs(uv_history - 0.5), vec2(0.5)));
+ color_history = (out_of_view) ? color : color_history;
+
+ FragColor = safe_color(color_history);
+}
+
+#else
+
+uniform float alpha;
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec4 color = texelFetch(colorBuffer, texel, 0);
+ vec4 color_history = texelFetch(colorHistoryBuffer, texel, 0);
+ FragColor = safe_color(mix(color_history, color, alpha));
+}
+#endif