improvement/fixes: blur quality, blur range, Mac support, performance

- blur heuristics improved for reduced smearing
- velocity blur range fixed a bug
- fixed MacOs bug regarding doubles in shader
- lowered buffer accuracy and changed doubles to floats, improved performance
This commit is contained in:
sphynx-owner 2024-07-09 21:21:05 +03:00
commit a34ff7f25f
7 changed files with 52 additions and 35 deletions

View file

@ -3,8 +3,6 @@
#define FLT_MAX 3.402823466e+38
#define FLT_MIN 1.175494351e-38
#define DBL_MAX 1.7976931348623158e+308
#define DBL_MIN 2.2250738585072014e-308
layout(set = 0, binding = 0) uniform sampler2D depth_sampler;
layout(set = 0, binding = 1) uniform sampler2D velocity_sampler;
@ -15,7 +13,7 @@ layout(push_constant, std430) uniform Params
{
int iteration_index;
int last_iteration_index;
int nan1;
int backtracking_sample_count;
int nan2;
float perpen_error_thresh;
float sample_step_multiplier;
@ -81,9 +79,9 @@ void set_value(bool a, ivec2 uvi, vec4 value, ivec2 render_size)
float get_motion_difference(vec2 V, vec2 V2, float parallel_sensitivity, float perpendicular_sensitivity)
{
vec2 VO = V - V2;
double parallel = abs(dot(VO, V) / max(DBL_MIN, dot(V, V)));
float parallel = abs(dot(VO, V) / max(FLT_MIN, dot(V, V)));
vec2 perpen_V = vec2(V.y, -V.x);
double perpendicular = abs(dot(VO, perpen_V) / max(DBL_MIN, dot(V, V)));
float perpendicular = abs(dot(VO, perpen_V) / max(FLT_MIN, dot(V, V)));
float difference = float(parallel) * parallel_sensitivity + float(perpendicular) * perpendicular_sensitivity;
return clamp(difference, 0, 1);
}
@ -103,19 +101,19 @@ vec4 sample_fitness(vec2 uv_offset, vec4 uv_sample)
// uv_offset = normalize(sample_velocity) * FLT_MIN;
// }
double velocity_space_distance = dot(sample_velocity, uv_offset) / max(FLT_MIN, dot(sample_velocity, sample_velocity));
float velocity_space_distance = dot(sample_velocity, uv_offset) / max(FLT_MIN, dot(sample_velocity, sample_velocity));
double mid_point = params.motion_blur_intensity / 2;
float mid_point = params.motion_blur_intensity / 2;
double absolute_velocity_space_distance = abs(velocity_space_distance - mid_point);
float absolute_velocity_space_distance = abs(velocity_space_distance - mid_point);
double within_velocity_range = step(absolute_velocity_space_distance, mid_point);
float within_velocity_range = step(absolute_velocity_space_distance, mid_point);
vec2 perpen_offset = vec2(uv_offset.y, -uv_offset.x);
double side_offset = abs(dot(perpen_offset, sample_velocity)) / max(FLT_MIN, dot(sample_velocity, sample_velocity));
float side_offset = abs(dot(perpen_offset, sample_velocity)) / max(FLT_MIN, dot(sample_velocity, sample_velocity));
double within_perpen_error_range = step(side_offset, params.perpen_error_thresh * params.motion_blur_intensity);
float within_perpen_error_range = step(side_offset, params.perpen_error_thresh * params.motion_blur_intensity);
return vec4(absolute_velocity_space_distance, velocity_space_distance, uv_sample.z, within_velocity_range * within_perpen_error_range);
}
@ -135,8 +133,6 @@ bool is_sample_better(vec4 a, vec4 b)
vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec2 chosen_velocity, vec4 best_sample_fitness, vec2 render_size)
{
//return vec4(chosen_uv, best_sample_fitness.x, 0);// comment this to enable backtracking
int step_count = 16;
float smallest_step = 1 / max(render_size.x, render_size.y);
@ -152,9 +148,9 @@ vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec2 chosen_velocity, vec4
int steps_to_compare = initial_steps_to_compare;
for(int i = -step_count; i < step_count + 1; i++)
for(int i = -params.backtracking_sample_count; i < params.backtracking_sample_count + 1; i++)
{
float velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(step_count));
float velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(params.backtracking_sample_count));
if(velocity_multiplier > params.motion_blur_intensity + 0.2 || velocity_multiplier < FLT_MIN)
{