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https://github.com/TheRedShip/RT_GPU.git
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~ | First denoising attempt
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@ -238,7 +238,11 @@ void main()
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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// if (pixel_coords.x % 50 == 0 || pixel_coords.y % 50 == 0)
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// imageStore(output_image, pixel_coords, vec4(1.,0.,0., 0.));
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// return ;
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if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
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return;
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@ -5,5 +5,41 @@ out vec4 FragColor;
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uniform sampler2D screenTexture;
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void main() {
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FragColor = texture(screenTexture, TexCoords);
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vec2 uv = TexCoords;
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float incr_x = 1.0 / 1920.0 ;
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float incr_y = 1.0 / 1080.0 ;
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int iteration = 5;
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if (iteration == 0) {FragColor = texture(screenTexture, uv);return;}
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vec4 color = vec4(vec3(0.), 1.0);
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float totalWeight = 0.;
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float kernel[5] = float[5](1.0/16.0, 1.0/4.0, 3.0/8.0, 1.0/4.0, 1.0/16.0);
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for (int i = 0; i < iteration; i++)
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{
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int holes = int(pow(2, i));
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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vec2 current_uv = uv + vec2(x * holes * incr_x, y * holes * incr_y);
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// if (current_uv.x < 0. || current_uv.y < 0. || current_uv.x > 1. || current_uv.y > 1.)
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// continue ;
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// current_uv = clamp(current_uv, vec2(0.), vec2(1.));
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float weight = kernel[x+2] * kernel[y+2];
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totalWeight += weight;
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color += texture(screenTexture, current_uv) * weight;
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}
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}
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}
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FragColor = color / totalWeight;
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}
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@ -16,6 +16,7 @@ Ray portalRay(Ray ray, hitInfo hit)
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if (dot(portal_1.normal, portal_2.normal) > 0.0)
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{
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mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal);
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reflection *= inverse(mat3(1));
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rotation *= reflection;
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}
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