mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
311 lines
8.2 KiB
Plaintext
311 lines
8.2 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#define vFragCoord vTexCoord.xy * params.OutputSize.xy
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#define iResolution params.OutputSize.xy
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#define iTime params.FrameCount / 60.0
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#define iChannel0 Source
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#define iChannel1 cubeMap
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#define iChannel2 table
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#define iMouse vec3(0.0)
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#define vFragColor FragColor
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D cubeMap;
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layout(set = 0, binding = 4) uniform sampler2D table;
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// Meta CRT - @P_Malin
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// https://www.shadertoy.com/view/4dlyWX#
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// In which I add and remove aliasing
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// Temporal Anti-aliasing Pass
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#define ENABLE_TAA
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///////////////////////////
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// Hash Functions
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///////////////////////////
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// From: Hash without Sine by Dave Hoskins
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// https://www.shadertoy.com/view/4djSRW
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// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions.
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//#define HASHSCALE1 .1031
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//#define HASHSCALE3 vec3(.1031, .1030, .0973)
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//#define HASHSCALE4 vec4(1031, .1030, .0973, .1099)
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// For smaller input rangers like audio tick or 0-1 UVs use these...
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#define HASHSCALE1 443.8975
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#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
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#define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129)
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//----------------------------------------------------------------------------------------
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// 2 out, 1 in...
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vec2 hash21(float p)
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{
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vec3 p3 = fract(vec3(p) * HASHSCALE3);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.xx+p3.yz)*p3.zy);
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}
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/// 2 out, 3 in...
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vec2 hash23(vec3 p3)
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{
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p3 = fract(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yzx+19.19);
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return fract((p3.xx+p3.yz)*p3.zy);
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}
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// 1 out, 3 in...
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float hash13(vec3 p3)
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{
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p3 = fract(p3 * HASHSCALE1);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.x + p3.y) * p3.z);
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}
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///////////////////////////
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// Data Storage
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///////////////////////////
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vec4 LoadVec4( sampler2D tex, in ivec2 vAddr )
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{
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return texelFetch( tex, vAddr, 0 );
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}
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vec3 LoadVec3( sampler2D tex, in ivec2 vAddr )
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{
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return LoadVec4( tex, vAddr ).xyz;
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}
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bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); }
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void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord )
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{
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fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor;
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}
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void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord )
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{
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StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord);
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}
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///////////////////////////
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// Camera
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///////////////////////////
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struct CameraState
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{
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vec3 vPos;
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vec3 vTarget;
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float fFov;
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vec2 vJitter;
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float fPlaneInFocus;
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};
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void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr )
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{
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vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) );
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cam.vPos = vPos.xyz;
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vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) );
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cam.vTarget = targetFov.xyz;
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cam.fFov = targetFov.w;
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vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) );
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cam.vJitter = jitterDof.xy;
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cam.fPlaneInFocus = jitterDof.z;
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}
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void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord )
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{
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StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord );
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StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord );
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StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord );
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}
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mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState )
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{
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vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos );
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vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) );
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vec3 vUp = normalize( cross(vForward, vRight) );
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return mat3( vRight, vUp, vForward );
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}
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vec2 Cam_GetViewCoordFromUV( const in vec2 vUV )
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{
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vec2 vWindow = vUV * 2.0 - 1.0;
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vWindow.x *= iResolution.x / iResolution.y;
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return vWindow;
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}
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void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir )
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{
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vec2 vView = Cam_GetViewCoordFromUV( vUV );
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vRayOrigin = cam.vPos;
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float fPerspDist = 1.0 / tan( radians( cam.fFov ) );
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vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) );
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}
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vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow )
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{
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vec2 vScaledWindow = vWindow;
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vScaledWindow.x *= iResolution.y / iResolution.x;
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return (vScaledWindow * 0.5 + 0.5);
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}
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vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState )
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{
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vec3 vOffset = vWorldPos - cameraState.vPos;
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vec3 vCameraLocal;
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vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState );
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vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) ));
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return vWindowPos;
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}
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float EncodeDepthAndObject( float depth, int objectId )
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{
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//depth = max( 0.0, depth );
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//objectId = max( 0, objectId + 1 );
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//return exp2(-depth) + float(objectId);
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return depth;
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}
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float DecodeDepthAndObjectId( float value, out int objectId )
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{
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objectId = 0;
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return max(0.0, value);
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//objectId = int( floor( value ) ) - 1;
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//return abs( -log2(fract(value)) );
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}
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///////////////////////////////
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#define iChannelCurr iChannel0
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#define iChannelHistory iChannel1
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vec3 Tonemap( vec3 x )
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{
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float a = 0.010;
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float b = 0.132;
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float c = 0.010;
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float d = 0.163;
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float e = 0.101;
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return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e );
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}
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vec3 TAA_ColorSpace( vec3 color )
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{
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return Tonemap(color);
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}
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void main()
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{
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CameraState camCurr;
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Cam_LoadState( camCurr, iChannelCurr, ivec2(0) );
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CameraState camPrev;
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Cam_LoadState( camPrev, iChannelHistory, ivec2(0) );
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vec2 vUV = vFragCoord.xy / iResolution.xy;
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vec2 vUnJitterUV = vUV - camCurr.vJitter / iResolution.xy;
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vFragColor = textureLod(iChannelCurr, vUnJitterUV, 0.0);
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#ifdef ENABLE_TAA
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vec3 vRayOrigin, vRayDir;
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Cam_GetCameraRay( vUV, camCurr, vRayOrigin, vRayDir );
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float fDepth;
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int iObjectId;
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vec4 vCurrTexel = texelFetch( iChannelCurr, ivec2(vFragCoord.xy), 0);
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fDepth = DecodeDepthAndObjectId( vCurrTexel.w, iObjectId );
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vec3 vWorldPos = vRayOrigin + vRayDir * fDepth;
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vec2 vPrevUV = Cam_GetUVFromWindowCoord( Cam_WorldToWindowCoord(vWorldPos, camPrev) );// + camPrev.vJitter / iResolution.xy;
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if ( all( greaterThanEqual( vPrevUV, vec2(0) )) && all( lessThan( vPrevUV, vec2(1) )) )
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{
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vec3 vMin = vec3( 10000);
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vec3 vMax = vec3(-10000);
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ivec2 vCurrXY = ivec2(floor(vFragCoord.xy));
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int iNeighborhoodSize = 1;
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for ( int iy=-iNeighborhoodSize; iy<=iNeighborhoodSize; iy++)
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{
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for ( int ix=-iNeighborhoodSize; ix<=iNeighborhoodSize; ix++)
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{
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ivec2 iOffset = ivec2(ix, iy);
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vec3 vTest = TAA_ColorSpace( texelFetch( iChannelCurr, vCurrXY + iOffset, 0 ).rgb );
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vMin = min( vMin, vTest );
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vMax = max( vMax, vTest );
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}
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}
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float epsilon = 0.001;
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vMin -= epsilon;
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vMax += epsilon;
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float fBlend = 0.0f;
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//ivec2 vPrevXY = ivec2(floor(vPrevUV.xy * iResolution.xy));
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vec4 vHistory = textureLod( iChannelHistory, vPrevUV, 0.0 );
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vec3 vPrevTest = TAA_ColorSpace( vHistory.rgb );
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if( all( greaterThanEqual(vPrevTest, vMin ) ) && all( lessThanEqual( vPrevTest, vMax ) ) )
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{
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fBlend = 0.9;
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//vFragColor.r *= 0.0;
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}
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vFragColor.rgb = mix( vFragColor.rgb, vHistory.rgb, fBlend);
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}
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else
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{
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//vFragColor.gb *= 0.0;
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}
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#endif
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vFragColor.rgb += (hash13( vec3( vFragCoord, iTime ) ) * 2.0 - 1.0) * 0.03;
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Cam_StoreState( ivec2(0), camCurr, vFragColor, ivec2(vFragCoord.xy) );
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Cam_StoreState( ivec2(3,0), camPrev, vFragColor, ivec2(vFragCoord.xy) );
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} |