Files
RT_GPU/shaders/denoising.glsl
2025-02-22 17:51:59 +01:00

79 lines
2.5 KiB
GLSL

layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
layout(binding = 3, rgba32f) uniform image2D normal_texture;
layout(binding = 4, rgba32f) uniform image2D position_texture;
layout(binding = 5, rgba32f) uniform image2D light_texture;
layout(binding = 7, rgba32f) uniform image2D color_texture;
uniform vec2 u_resolution;
uniform int u_pass_count;
uniform int u_pass;
uniform float u_c_phi;
uniform float u_p_phi;
uniform float u_n_phi;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
int holes = int(pow(2, u_pass));
vec4 light_center = imageLoad(light_texture, pixel_coords);
vec3 position_center = imageLoad(position_texture, pixel_coords).xyz;
vec3 normal_center = imageLoad(normal_texture, pixel_coords).xyz;
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);
float totalWeight = 0.;
vec4 light = vec4(vec3(0.), 1.0);
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
ivec2 coords = pixel_coords + ivec2(x * holes, y * holes);
if (coords.x < 0. || coords.y < 0. || coords.x >= int(u_resolution.x) || coords.y >= int(u_resolution.y))
continue ;
// coords = clamp(coords, ivec2(-1.0), u_resolution);
vec4 light_sample = imageLoad(light_texture, coords);
vec3 position_sample = imageLoad(position_texture, coords).xyz;
vec3 normal_sample = imageLoad(normal_texture, coords).xyz;
// Calculate edge-stopping weights
// light weight
float lightDist = distance(light_center, light_sample);
float w_c = exp(-lightDist / u_c_phi);
// Position weight
float posDist = distance(position_center, position_sample);
float w_p = exp(-posDist / u_p_phi);
// Normal weight
float normalDist = distance(normal_center, normal_sample);
float w_n = exp(-normalDist / u_n_phi);
float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n;
light += light_sample * weight;
totalWeight += weight;
}
}
light * (1.0 / totalWeight);
if (u_pass == u_pass_count - 1)
{
vec4 color = light * imageLoad(color_texture, pixel_coords);
imageStore(output_texture, pixel_coords, sqrt(color));
return;
}
imageStore(write_texture, pixel_coords, light);
}