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+ | Imgui denoise
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@ -11,15 +11,15 @@ layout(binding = 4, rgba32f) uniform image2D normal_texture;
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uniform vec2 u_resolution;
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uniform int u_pass;
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uniform float u_c_phi;
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uniform float u_p_phi;
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uniform float u_n_phi;
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void main()
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{
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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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float c_phi = 1.0;
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float p_phi = 1.0;
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float n_phi = 1.0;
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int holes = int(pow(2, u_pass));
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@ -49,16 +49,15 @@ void main()
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// Color weight
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float colorDist = distance(color_center, color_sample);
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float w_c = exp(-colorDist / c_phi);
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float w_c = exp(-colorDist / u_c_phi);
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// Position weight
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float posDist = distance(position_center, position_sample);
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float w_p = exp(-posDist / p_phi);
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float w_p = exp(-posDist / u_p_phi);
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// Normal weight
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float normalDist = distance(normal_center, normal_sample);
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float w_n = exp(-normalDist / n_phi);
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float w_n = exp(-normalDist / u_n_phi);
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float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n;
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