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4 changed files with 77 additions and 102 deletions
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@ -238,7 +238,7 @@ shader_format_glsl = ["bevy_internal/shader_format_glsl"]
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# Enable support for shaders in SPIR-V
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit in lower-end GPUs
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# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
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pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
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# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm
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@ -42,7 +42,12 @@ pub struct Camera3d {
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/// back to refracting the environment map light's texture.
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pub transmissive_steps: usize,
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/// The quality of the transmissive blur effect.
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/// The quality of the transmissive blur effect, applied to the whatever's “behind” transmissive
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/// objects when their `roughness` is greater than `0.0`.
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///
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/// Higher qualities are more GPU-intensive.
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///
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/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: [`TemporalAntiAliasPlugin`](crate::experimental::taa::TemporalAntiAliasPlugin).
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pub transmissive_quality: TransmissiveQuality,
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}
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@ -98,7 +103,10 @@ impl From<Camera3dDepthLoadOp> for LoadOp<f32> {
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}
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}
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/// The quality of the transmissive blur effect. Higher qualities are more GPU-intensive.
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/// The quality of the transmissive blur effect, applied to the whatever's “behind” transmissive
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/// objects when their `roughness` is greater than `0.0`.
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///
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/// Higher qualities are more GPU-intensive.
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///
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/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: [`TemporalAntiAliasPlugin`](crate::experimental::taa::TemporalAntiAliasPlugin).
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#[derive(Resource, Default, Clone, Copy, Reflect, PartialEq, PartialOrd, Debug)]
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@ -35,7 +35,7 @@ use bevy_render::{
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ExtractSchedule, MainWorld, Render, RenderApp, RenderSet,
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};
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mod draw_3d_graph {
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pub mod draw_3d_graph {
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pub mod node {
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/// Label for the TAA render node.
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pub const TAA: &str = "taa";
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@ -71,7 +71,10 @@ impl Plugin for TemporalAntiAliasPlugin {
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prepare_taa_history_textures.in_set(RenderSet::PrepareResources),
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),
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)
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.add_render_graph_node::<ViewNodeRunner<TAANode>>(CORE_3D, draw_3d_graph::node::TAA)
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.add_render_graph_node::<ViewNodeRunner<TemporalAntiAliasNode>>(
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CORE_3D,
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draw_3d_graph::node::TAA,
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)
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.add_render_graph_edges(
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CORE_3D,
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&[
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@ -110,14 +113,13 @@ pub struct TemporalAntiAliasBundle {
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/// # Tradeoffs
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///
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/// Pros:
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/// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels (specular aliasing)
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/// * Cost scales with screen/view resolution, unlike MSAA which scales with number of triangles
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/// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels
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/// * Greatly increases the quality of stochastic rendering techniques such as SSAO, shadow mapping, etc
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/// * Greatly increases the quality of stochastic rendering techniques such as SSAO, certain shadow map sampling methods, etc
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///
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/// Cons:
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/// * Chance of "ghosting" - ghostly trails left behind moving objects
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/// * Thin geometry, lighting detail, or texture lines may flicker or disappear
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/// * Slightly blurs the image, leading to a softer look (using an additional sharpening pass can reduce this)
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/// * Thin geometry, lighting detail, or texture lines may flicker noisily or disappear
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///
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/// Because TAA blends past frames with the current frame, when the frames differ too much
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/// (such as with fast moving objects or camera cuts), ghosting artifacts may occur.
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@ -130,7 +132,7 @@ pub struct TemporalAntiAliasBundle {
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/// and add the [`DepthPrepass`], [`MotionVectorPrepass`], and [`TemporalJitter`]
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/// components to your camera.
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///
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/// Cannot be used with [`bevy_render::camera::OrthographicProjection`].
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/// Currently cannot be used with [`bevy_render::camera::OrthographicProjection`].
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///
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/// Currently does not support skinned meshes and morph targets.
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/// There will probably be ghosting artifacts if used with them.
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@ -151,7 +153,7 @@ pub struct TemporalAntiAliasSettings {
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/// representative of the current frame, such as in sudden camera cuts.
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///
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/// After setting this to true, it will automatically be toggled
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/// back to false after one frame.
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/// back to false at the end of the frame.
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pub reset: bool,
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}
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@ -162,15 +164,15 @@ impl Default for TemporalAntiAliasSettings {
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}
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#[derive(Default)]
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struct TAANode;
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pub struct TemporalAntiAliasNode;
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impl ViewNode for TAANode {
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impl ViewNode for TemporalAntiAliasNode {
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type ViewQuery = (
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&'static ExtractedCamera,
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&'static ViewTarget,
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&'static TAAHistoryTextures,
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&'static TemporalAntiAliasHistoryTextures,
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&'static ViewPrepassTextures,
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&'static TAAPipelineId,
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&'static TemporalAntiAliasPipelineId,
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);
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fn run(
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@ -467,7 +469,7 @@ fn prepare_taa_jitter_and_mip_bias(
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}
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#[derive(Component)]
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struct TAAHistoryTextures {
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pub struct TemporalAntiAliasHistoryTextures {
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write: CachedTexture,
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read: CachedTexture,
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}
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@ -507,12 +509,12 @@ fn prepare_taa_history_textures(
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let history_2_texture = texture_cache.get(&render_device, texture_descriptor);
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let textures = if frame_count.0 % 2 == 0 {
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TAAHistoryTextures {
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TemporalAntiAliasHistoryTextures {
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write: history_1_texture,
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read: history_2_texture,
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}
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} else {
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TAAHistoryTextures {
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TemporalAntiAliasHistoryTextures {
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write: history_2_texture,
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read: history_1_texture,
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}
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@ -524,7 +526,7 @@ fn prepare_taa_history_textures(
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}
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#[derive(Component)]
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struct TAAPipelineId(CachedRenderPipelineId);
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pub struct TemporalAntiAliasPipelineId(CachedRenderPipelineId);
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fn prepare_taa_pipelines(
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mut commands: Commands,
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@ -546,6 +548,8 @@ fn prepare_taa_pipelines(
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pipelines.specialize(&pipeline_cache, &pipeline, pipeline_key);
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}
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commands.entity(entity).insert(TAAPipelineId(pipeline_id));
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commands
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.entity(entity)
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.insert(TemporalAntiAliasPipelineId(pipeline_id));
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}
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}
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@ -1,17 +1,10 @@
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// References:
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// https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail
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// https://alextardif.com/TAA.html
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// http://behindthepixels.io/assets/files/TemporalAA.pdf
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// http://leiy.cc/publications/TAA/TAA_EG2020_Talk.pdf
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// https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING
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// Controls how much to blend between the current and past samples
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// Lower numbers = less of the current sample and more of the past sample = more smoothing
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// Values chosen empirically
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const DEFAULT_HISTORY_BLEND_RATE: f32 = 0.1; // Default blend rate to use when no confidence in history
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const MIN_HISTORY_BLEND_RATE: f32 = 0.015; // Minimum blend rate allowed, to ensure at least some of the current sample is used
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#import bevy_core_pipeline::fullscreen_vertex_shader
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@group(0) @binding(0) var view_target: texture_2d<f32>;
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@group(0) @binding(1) var history: texture_2d<f32>;
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@group(0) @binding(2) var motion_vectors: texture_2d<f32>;
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@ -24,7 +17,7 @@ struct Output {
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@location(1) history: vec4<f32>,
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};
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// TAA is ideally applied after tonemapping, but before post processing
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// TAA is ideally applied after tonemapping (if not tonemapping in the main pass), but before post processing
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// Post processing wants to go before tonemapping, which conflicts
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// Solution: Put TAA before tonemapping, tonemap TAA input, apply TAA, invert-tonemap TAA output
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// https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 20
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@ -65,11 +58,11 @@ fn clip_towards_aabb_center(history_color: vec3<f32>, current_color: vec3<f32>,
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}
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fn sample_history(u: f32, v: f32) -> vec3<f32> {
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return textureSample(history, linear_sampler, vec2(u, v)).rgb;
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return textureSampleLevel(history, linear_sampler, vec2(u, v), 0.0).rgb;
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}
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fn sample_view_target(uv: vec2<f32>) -> vec3<f32> {
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var sample = textureSample(view_target, nearest_sampler, uv).rgb;
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var sample = textureSampleLevel(view_target, nearest_sampler, uv, 0.0).rgb;
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#ifdef TONEMAP
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sample = tonemap(sample);
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#endif
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@ -81,50 +74,42 @@ fn taa(@location(0) uv: vec2<f32>) -> Output {
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let texture_size = vec2<f32>(textureDimensions(view_target));
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let texel_size = 1.0 / texture_size;
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// Fetch the current sample
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let original_color = textureSample(view_target, nearest_sampler, uv);
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var current_color = original_color.rgb;
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#ifdef TONEMAP
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current_color = tonemap(current_color);
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#endif
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#ifndef RESET
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// Pick the closest motion_vector from 5 samples (reduces aliasing on the edges of moving entities)
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// https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 27
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let offset = texel_size * 2.0;
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let d_uv_tl = uv + vec2(-offset.x, offset.y);
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let d_uv_tr = uv + vec2(offset.x, offset.y);
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let d_uv_bl = uv + vec2(-offset.x, -offset.y);
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let d_uv_br = uv + vec2(offset.x, -offset.y);
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// Loop over 3x3 neighborhood of the pre-TAA rendered texture
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// https://alextardif.com/TAA.html
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var current_color = vec3(0.0);
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var moment_1 = vec3(0.0);
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var moment_2 = vec3(0.0);
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var closest_depth = 0.0;
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var closest_uv = uv;
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let d_tl = textureSample(depth, nearest_sampler, d_uv_tl);
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let d_tr = textureSample(depth, nearest_sampler, d_uv_tr);
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var closest_depth = textureSample(depth, nearest_sampler, uv);
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let d_bl = textureSample(depth, nearest_sampler, d_uv_bl);
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let d_br = textureSample(depth, nearest_sampler, d_uv_br);
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if d_tl > closest_depth {
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closest_uv = d_uv_tl;
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closest_depth = d_tl;
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var weights = array(0.05556, 0.88889, 0.05556);
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for (var x = -1.0; x <= 1.0; x += 1.0) {
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for (var y = -1.0; y <= 1.0; y += 1.0) {
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let sample_uv = uv + (vec2(x, y) * texel_size);
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let sample = sample_view_target(sample_uv);
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// Apply Mitchell-Netravali kernel over the jittered 3x3 neighborhood to reduce softness
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let weight = weights[u32(x + 1.0)] * weights[u32(y + 1.0)];
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current_color += sample * weight;
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// Calculate first and second color moments for use with variance clipping
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moment_1 += sample;
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moment_2 += sample * sample;
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// Find closest pixel to take motion vectors from (reduces aliasing on the edges of moving entities)
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let sample_depth = textureSampleLevel(depth, nearest_sampler, sample_uv, 0.0);
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if sample_depth > closest_depth {
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closest_depth = sample_depth;
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closest_uv = sample_uv;
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}
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if d_tr > closest_depth {
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closest_uv = d_uv_tr;
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closest_depth = d_tr;
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}
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if d_bl > closest_depth {
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closest_uv = d_uv_bl;
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closest_depth = d_bl;
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}
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if d_br > closest_depth {
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closest_uv = d_uv_br;
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}
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let closest_motion_vector = textureSample(motion_vectors, nearest_sampler, closest_uv).rg;
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// Reproject to find the equivalent sample from the past
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// Uses 5-sample Catmull-Rom filtering (reduces blurriness)
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// Catmull-Rom filtering: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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// Ignoring corners: https://www.activision.com/cdn/research/Dynamic_Temporal_Antialiasing_and_Upsampling_in_Call_of_Duty_v4.pdf#page=68
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// Technically we should renormalize the weights since we're skipping the corners, but it's basically the same result
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let history_uv = uv - closest_motion_vector;
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let history_uv = uv - textureSampleLevel(motion_vectors, nearest_sampler, closest_uv, 0.0).rg;
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let sample_position = history_uv * texture_size;
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let texel_center = floor(sample_position - 0.5) + 0.5;
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let f = sample_position - texel_center;
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// Constrain past sample with 3x3 YCoCg variance clipping (reduces ghosting)
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// YCoCg: https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 33
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// Variance clipping: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf
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let s_tl = sample_view_target(uv + vec2(-texel_size.x, texel_size.y));
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let s_tm = sample_view_target(uv + vec2( 0.0, texel_size.y));
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let s_tr = sample_view_target(uv + vec2( texel_size.x, texel_size.y));
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let s_ml = sample_view_target(uv + vec2(-texel_size.x, 0.0));
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let s_mm = RGB_to_YCoCg(current_color);
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let s_mr = sample_view_target(uv + vec2( texel_size.x, 0.0));
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let s_bl = sample_view_target(uv + vec2(-texel_size.x, -texel_size.y));
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let s_bm = sample_view_target(uv + vec2( 0.0, -texel_size.y));
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let s_br = sample_view_target(uv + vec2( texel_size.x, -texel_size.y));
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let moment_1 = s_tl + s_tm + s_tr + s_ml + s_mm + s_mr + s_bl + s_bm + s_br;
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let moment_2 = (s_tl * s_tl) + (s_tm * s_tm) + (s_tr * s_tr) + (s_ml * s_ml) + (s_mm * s_mm) + (s_mr * s_mr) + (s_bl * s_bl) + (s_bm * s_bm) + (s_br * s_br);
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let mean = moment_1 / 9.0;
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let variance = (moment_2 / 9.0) - (mean * mean);
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let std_deviation = sqrt(max(variance, vec3(0.0)));
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history_color = RGB_to_YCoCg(history_color);
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history_color = clip_towards_aabb_center(history_color, s_mm, mean - std_deviation, mean + std_deviation);
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history_color = YCoCg_to_RGB(history_color);
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history_color = clip_towards_aabb_center(history_color, current_color, mean - std_deviation, mean + std_deviation);
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// How confident we are that the history is representative of the current frame
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var history_confidence = textureSample(history, nearest_sampler, uv).a;
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let pixel_motion_vector = abs(closest_motion_vector) * texture_size;
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if pixel_motion_vector.x < 0.01 && pixel_motion_vector.y < 0.01 {
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// Increment when pixels are not moving
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history_confidence += 10.0;
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} else {
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// Else reset
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history_confidence = 1.0;
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}
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// Use more of the history if it's been visible for a few frames (reduces noise)
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var accumulated_samples = textureSampleLevel(history, nearest_sampler, history_uv, 0.0).a;
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// If the history_uv is pointing off-screen, reset accumulated sample count
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accumulated_samples *= f32(all(saturate(history_uv) == history_uv));
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#ifdef RESET
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accumulated_samples = 0.0;
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#endif
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accumulated_samples = max(accumulated_samples + 1.0, 8.0);
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// Blend current and past sample
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// Use more of the history if we're confident in it (reduces noise when there is no motion)
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// https://hhoppe.com/supersample.pdf, section 4.1
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let current_color_factor = clamp(1.0 / history_confidence, MIN_HISTORY_BLEND_RATE, DEFAULT_HISTORY_BLEND_RATE);
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current_color = mix(history_color, current_color, current_color_factor);
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#endif // #ifndef RESET
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current_color = mix(history_color, current_color, 1.0 / accumulated_samples);
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// Write output to history and view target
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var out: Output;
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#ifdef RESET
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let history_confidence = 1.0 / MIN_HISTORY_BLEND_RATE;
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#endif
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out.history = vec4(current_color, history_confidence);
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out.history = vec4(current_color, accumulated_samples);
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current_color = YCoCg_to_RGB(current_color);
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#ifdef TONEMAP
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current_color = reverse_tonemap(current_color);
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#endif
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out.view_target = vec4(current_color, original_color.a);
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out.view_target = vec4(current_color, 1.0);
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return out;
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}
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