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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
fix TAA when distant horizons is enabled.
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@ -244,22 +244,6 @@ vec3 FastCatmulRom(sampler2D colorTex, vec2 texcoord, vec4 rtMetrics, float shar
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}
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// vec3 clip_aabb(vec3 q, vec3 aabb_min, vec3 aabb_max)
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// {
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// vec3 p_clip = 0.5 * (aabb_max + aabb_min);
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// vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
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// vec3 v_clip = q - vec3(p_clip);
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// vec3 v_unit = v_clip.xyz / e_clip;
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// vec3 a_unit = abs(v_unit);
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// float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
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// if (ma_unit > 1.0)
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// return vec3(p_clip) + v_clip / ma_unit;
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// else
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// return q;
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// }
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vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth, bool hand)
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{
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vec2 du = vec2(texelSize.x*2., 0.0);
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@ -330,109 +314,6 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth,
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return dmin;
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}
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vec4 TAA_hq(bool hand){
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#ifdef TAA_UPSCALING
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vec2 adjTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
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#else
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vec2 adjTC = texcoord;
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#endif
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vec2 offsets = offsets[framemod8] * texelSize * 0.5;
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#ifdef DISTANT_HORIZONS
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bool depthCheck = texture2D(depthtex0,adjTC).x >= 1.0;
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#else
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bool depthCheck = false;
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#endif
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//use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion
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#ifdef CLOSEST_VELOCITY
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#ifdef DISTANT_HORIZONS
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vec3 closestToCamera = closestToCamera5taps_DH(adjTC, depthtex0, dhDepthTex, depthCheck, hand);
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#else
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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0, hand);
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#endif
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#endif
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#ifndef CLOSEST_VELOCITY
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vec3 closestToCamera = vec3(texcoord, texture2D(depthtex1, adjTC).x);
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#endif
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//reproject previous frame
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#ifdef DISTANT_HORIZONS
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vec3 viewPos = toScreenSpace_DH_special(closestToCamera, depthCheck);
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#else
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vec3 viewPos = toScreenSpace(closestToCamera);
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#endif
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viewPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * viewPos + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev_DH(previousPosition, depthCheck);
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vec2 velocity = previousPosition.xy - closestToCamera.xy;
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previousPosition.xy = texcoord + velocity;
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//reject history if off-screen and early exit
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)
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return vec4(smoothfilter(colortex3, adjTC + offsets).xyz,1.0);
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#ifdef TAA_UPSCALING
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vec3 albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets).xyz;
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// Interpolating neighboorhood clampling boundaries between pixels
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vec3 cMax = texture2D(colortex0, adjTC).rgb;
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vec3 cMin = texture2D(colortex6, adjTC).rgb;
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#else
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vec3 albedoCurrent0 = texture2D(colortex3, adjTC).rgb;
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vec3 albedoCurrent1 = texture2D(colortex3, adjTC + vec2(texelSize.x,texelSize.y)).rgb;
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vec3 albedoCurrent2 = texture2D(colortex3, adjTC + vec2(texelSize.x,-texelSize.y)).rgb;
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vec3 albedoCurrent3 = texture2D(colortex3, adjTC + vec2(-texelSize.x,-texelSize.y)).rgb;
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vec3 albedoCurrent4 = texture2D(colortex3, adjTC + vec2(-texelSize.x,texelSize.y)).rgb;
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vec3 albedoCurrent5 = texture2D(colortex3, adjTC + vec2(0.0,texelSize.y)).rgb;
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vec3 albedoCurrent6 = texture2D(colortex3, adjTC + vec2(0.0,-texelSize.y)).rgb;
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vec3 albedoCurrent7 = texture2D(colortex3, adjTC + vec2(-texelSize.x,0.0)).rgb;
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vec3 albedoCurrent8 = texture2D(colortex3, adjTC + vec2(texelSize.x,0.0)).rgb;
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//Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood
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vec3 cMax = max(max(max(albedoCurrent0,albedoCurrent1),albedoCurrent2),max(albedoCurrent3,max(albedoCurrent4,max(albedoCurrent5,max(albedoCurrent6,max(albedoCurrent7,albedoCurrent8))))));
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vec3 cMin = min(min(min(albedoCurrent0,albedoCurrent1),albedoCurrent2),min(albedoCurrent3,min(albedoCurrent4,min(albedoCurrent5,min(albedoCurrent6,min(albedoCurrent7,albedoCurrent8))))));
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albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets).rgb;
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#endif
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#ifndef SCREENSHOT_MODE
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vec3 albedoPrev = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz, 0.0);
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vec3 finalcAcc = clamp(albedoPrev, cMin, cMax);
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//Increases blending factor when far from AABB and in motion, reduces ghosting
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float isclamped = distance(albedoPrev,finalcAcc)/luma(albedoPrev) * 0.5;
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float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
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if(hand) movementRejection *= 5.0;
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//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
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vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), clamp(BLEND_FACTOR + movementRejection, 0.0,1.0))), 1.0);
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// vec4 supersampled = vec4(invTonemap(mix(tonemap(finalcAcc), tonemap(albedoCurrent0), 0.5)), 1.0);
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#ifdef DAMAGE_TAKEN_EFFECT
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if(CriticalDamageTaken > 0.01) supersampled.rgb = mix(supersampled.rgb, texture2D(colortex5, adjTC).rgb, sqrt(CriticalDamageTaken)*0.8);
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#endif
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//De-tonemap
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return supersampled;
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#endif
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#ifdef SCREENSHOT_MODE
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vec4 albedoPrev = texture2D(colortex5, previousPosition.xy);
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vec3 supersampled = albedoPrev.rgb * albedoPrev.a + albedoCurrent0;
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if ( hideGUI < 1) return vec4(albedoCurrent0,1.0);
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return vec4(supersampled/(albedoPrev.a+1.0), albedoPrev.a+1.0);
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#endif
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}
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vec4 computeTAA(vec2 texcoord, bool hand){
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vec2 jitter = offsets[framemod8]*texelSize*0.5;
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@ -448,9 +329,15 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0, hand);
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vec3 viewPos = toScreenSpace(closestToCamera);
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#endif
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vec3 playerPos = mat3(gbufferModelViewInverse) * toScreenSpace(closestToCamera) + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev(previousPosition);
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#ifdef DISTANT_HORIZONS
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previousPosition = toClipSpace3Prev_DH(previousPosition, depthCheck);
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#else
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previousPosition = toClipSpace3Prev(previousPosition);
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#endif
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vec2 velocity = previousPosition.xy - closestToCamera.xy;
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previousPosition.xy = texcoord + velocity;
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 476 // [476]
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#define SHADER_VERSION_LABEL 477 // [477]
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#define saturate(x) clamp(x,0.0,1.0)
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