/** * Perform two gather blur in the 2 motion blur directions * 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 */ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(eevee_motion_blur_lib.glsl) #pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) const int gather_sample_count = 8; 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); } vec2 depth_compare(float center_depth, float sample_depth) { return saturate(0.5 + vec2(-mb_buf.depth_scale, mb_buf.depth_scale) * (sample_depth - center_depth)); } /* 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; } /* 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) { /* Classify 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 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 * mb_buf.target_size_inv; vec2 sample_motion = sample_velocity(mb_buf, velocity_tx, sample_uv, next); float sample_motion_len = length(sample_motion); float sample_depth = texture(depth_tx, sample_uv).r; vec4 sample_color = textureLod(color_tx, sample_uv, 0.0); /* Meh, a quirk of the motion vector pass... */ sample_motion = (next) ? -sample_motion : sample_motion; sample_depth = get_view_z_from_depth(sample_depth); 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 += sample_color * weights.y; accum_bg += sample_color * weights.x; w_accum += weights; } 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; } if (max_motion_len < 0.5) { return; } int i; float t, inc = 1.0 / float(gather_sample_count); for (i = 0, t = ofs * inc; i < gather_sample_count; 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); } if (center_motion_len < 0.5) { return; } for (i = 0, t = ofs * inc; i < gather_sample_count; i++, t += inc) { /* Also sample in center motion direction. * Allow recovering 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 = get_view_z_from_depth(texture(depth_tx, uv).r); vec4 center_motion = sample_velocity(mb_buf, velocity_tx, ivec2(gl_FragCoord.xy)); vec4 center_color = textureLod(color_tx, uv, 0.0); float noise_offset = sampling_rng_1D_get(sampling_buf, SAMPLING_TIME); /** TODO(fclem) Blue noise. */ vec2 rand = vec2(interlieved_gradient_noise(gl_FragCoord.xy, 0, noise_offset), interlieved_gradient_noise(gl_FragCoord.xy, 1, noise_offset)); /* 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(MB_TILE_DIVISOR) * 0.25) / MB_TILE_DIVISOR; tile = clamp(tile, ivec2(0), textureSize(tiles_tx, 0) - 1); vec4 max_motion = texelFetch(tiles_tx, 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 /* Own addition. Not present in reference implementation. */ /* Avoid division by 0.0. */ float w = 1.0 / (50.0 * float(gather_sample_count) * 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 information for foreground * elements that have not enough weights. * Yield better 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 failed samples. * We replace the missing foreground by the background. */ float blend_fac = saturate(1.0 - w_accum.y / w_accum.z); out_color = (accum / w_accum.z) + center_color * blend_fac; #if 0 /* For debugging. */ out_color.rgb = out_color.ggg; out_color.rg += max_motion.xy; #endif }