// 3x3 bilaterial filter (edge-preserving blur) // https://people.csail.mit.edu/sparis/bf_course/course_notes.pdf // Note: Does not use the Gaussian kernel part of a typical bilateral blur // From the paper: "use the information gathered on a neighborhood of 4 × 4 using a bilateral filter for // reconstruction, using _uniform_ convolution weights" // Note: The paper does a 4x4 (not quite centered) filter, offset by +/- 1 pixel every other frame // XeGTAO does a 3x3 filter, on two pixels at a time per compute thread, applied twice // We do a 3x3 filter, on 1 pixel per compute thread, applied once #import bevy_render::view::View @group(0) @binding(0) var ambient_occlusion_noisy: texture_2d; @group(0) @binding(1) var depth_differences: texture_2d; @group(0) @binding(2) var ambient_occlusion: texture_storage_2d; @group(1) @binding(0) var point_clamp_sampler: sampler; @group(1) @binding(1) var linear_clamp_sampler: sampler; @group(1) @binding(2) var view: View; @compute @workgroup_size(8, 8, 1) fn spatial_denoise(@builtin(global_invocation_id) global_id: vec3) { let pixel_coordinates = vec2(global_id.xy); let uv = vec2(pixel_coordinates) / view.viewport.zw; let edges0 = textureGather(0, depth_differences, point_clamp_sampler, uv); let edges1 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2(2i, 0i)); let edges2 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2(1i, 2i)); let visibility0 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv); let visibility1 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2(2i, 0i)); let visibility2 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2(0i, 2i)); let visibility3 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2(2i, 2i)); let left_edges = unpack4x8unorm(edges0.x); let right_edges = unpack4x8unorm(edges1.x); let top_edges = unpack4x8unorm(edges0.z); let bottom_edges = unpack4x8unorm(edges2.w); var center_edges = unpack4x8unorm(edges0.y); center_edges *= vec4(left_edges.y, right_edges.x, top_edges.w, bottom_edges.z); let center_weight = 1.2; let left_weight = center_edges.x; let right_weight = center_edges.y; let top_weight = center_edges.z; let bottom_weight = center_edges.w; let top_left_weight = 0.425 * (top_weight * top_edges.x + left_weight * left_edges.z); let top_right_weight = 0.425 * (top_weight * top_edges.y + right_weight * right_edges.z); let bottom_left_weight = 0.425 * (bottom_weight * bottom_edges.x + left_weight * left_edges.w); let bottom_right_weight = 0.425 * (bottom_weight * bottom_edges.y + right_weight * right_edges.w); let center_visibility = visibility0.y; let left_visibility = visibility0.x; let right_visibility = visibility0.z; let top_visibility = visibility1.x; let bottom_visibility = visibility2.z; let top_left_visibility = visibility0.w; let top_right_visibility = visibility1.w; let bottom_left_visibility = visibility2.w; let bottom_right_visibility = visibility3.w; var sum = center_visibility; sum += left_visibility * left_weight; sum += right_visibility * right_weight; sum += top_visibility * top_weight; sum += bottom_visibility * bottom_weight; sum += top_left_visibility * top_left_weight; sum += top_right_visibility * top_right_weight; sum += bottom_left_visibility * bottom_left_weight; sum += bottom_right_visibility * bottom_right_weight; var sum_weight = center_weight; sum_weight += left_weight; sum_weight += right_weight; sum_weight += top_weight; sum_weight += bottom_weight; sum_weight += top_left_weight; sum_weight += top_right_weight; sum_weight += bottom_left_weight; sum_weight += bottom_right_weight; let denoised_visibility = sum / sum_weight; textureStore(ambient_occlusion, pixel_coordinates, vec4(denoised_visibility, 0.0, 0.0, 0.0)); }