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Reimagined/shaderpacks/Reimagined - High/shaders/lib/antialiasing/taa.glsl
T
2026-05-07 21:38:27 +03:00

209 lines
7.2 KiB
GLSL

#if TAA_SMOOTHING == 2
float blendMinimum = 0.3;
float blendVariable = 0.3;
float blendConstant = 0.6;
float regularEdge = 10.0;
float extraEdgeMult = 2.0;
float farEdgeDist = 128.0;
#elif TAA_SMOOTHING == 3
float blendMinimum = 0.35;
float blendVariable = 0.2;
float blendConstant = 0.7;
float regularEdge = 6.0;
float extraEdgeMult = 3.0;
float farEdgeDist = 112.0;
#elif TAA_SMOOTHING == 4
float blendMinimum = 0.5;
float blendVariable = 0.15;
float blendConstant = 0.75;
float regularEdge = 4.0;
float extraEdgeMult = 3.5;
float farEdgeDist = 96.0;
#endif
#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
//Catmull-Rom sampling from Filmic SMAA presentation
vec3 textureCatmullRom(sampler2D colortex, vec2 texcoord, vec2 view) {
vec2 position = texcoord * view;
vec2 centerPosition = floor(position - 0.5) + 0.5;
vec2 f = position - centerPosition;
vec2 f2 = f * f;
vec2 f3 = f * f2;
float c = 0.7;
vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
vec2 w3 = c * f3 - c * f2;
vec2 w12 = w1 + w2;
vec2 tc12 = (centerPosition + w2 / w12) / view;
vec2 tc0 = (centerPosition - 1.0) / view;
vec2 tc3 = (centerPosition + 2.0) / view;
vec4 color = vec4(texture2DLod(colortex, vec2(tc12.x, tc0.y ), 0).rgb, 1.0) * (w12.x * w0.y ) +
vec4(texture2DLod(colortex, vec2(tc0.x, tc12.y), 0).rgb, 1.0) * (w0.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc12.x, tc12.y), 0).rgb, 1.0) * (w12.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc3.x, tc12.y), 0).rgb, 1.0) * (w3.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc12.x, tc3.y ), 0).rgb, 1.0) * (w12.x * w3.y );
return color.rgb / color.a;
}
#endif
// Previous frame reprojection from Chocapic13
vec2 Reprojection(vec4 viewPos1) {
vec4 pos = gbufferModelViewInverse * viewPos1;
vec4 previousPosition = pos + vec4(cameraPosition - previousCameraPosition, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
}
vec3 ClipAABB(vec3 q, vec3 aabb_min, vec3 aabb_max){
vec3 p_clip = 0.5 * (aabb_max + aabb_min);
vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
vec3 v_clip = q - vec3(p_clip);
vec3 v_unit = v_clip.xyz / e_clip;
vec3 a_unit = abs(v_unit);
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
if (ma_unit > 1.0)
return vec3(p_clip) + v_clip / ma_unit;
else
return q;
}
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2( 1, 1),
ivec2( 1,-1),
ivec2(-1, 1),
ivec2(-1,-1),
ivec2( 1, 0),
ivec2( 0, 1),
ivec2(-1, 0),
ivec2( 0,-1)
);
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float z0, float z1, inout float edge) {
vec3 minclr = color; vec3 maxclr = minclr;
int cc = 2;
ivec2 texelCoordM1 = clamp(texelCoord, ivec2(cc), ivec2(view) - cc); // Fixes screen edges
for (int i = 0; i < 8; i++) {
ivec2 texelCoordM2 = texelCoordM1 + neighbourhoodOffsets[i];
float z0CheckLinear = GetLinearDepth(texelFetch(depthtex0, texelCoordM2, 0).r);
float z1CheckLinear = GetLinearDepth(texelFetch(depthtex1, texelCoordM2, 0).r);
float z0Linear = GetLinearDepth(z0);
float z1Linear = GetLinearDepth(z1);
if (max(abs(z0CheckLinear - z0Linear), abs(z1CheckLinear - z1Linear)) > 0.09) {
edge = regularEdge;
float approxClosestDist = min(z0CheckLinear, z0Linear) * far;
if (approxClosestDist < farEdgeDist)
if (int(texelFetch(colortex6, texelCoordM2, 0).g * 255.1) == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
}
vec3 clr = texelFetch(colortex3, texelCoordM2, 0).rgb;
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
}
tempColor = ClipAABB(tempColor, minclr, maxclr);
}
void DoTAA(inout vec3 color, inout vec3 temp, float z1) {
int materialMask = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
vec4 screenPos1 = vec4(texCoord, z1, 1.0);
vec4 viewPos1 = gbufferProjectionInverse * (screenPos1 * 2.0 - 1.0);
viewPos1 /= viewPos1.w;
float lViewPos1 = length(viewPos1);
#ifdef ENTITY_TAA_NOISY_CLOUD_FIX
float cloudLinearDepth = texture2D(colortex5, texCoord).a;
if (pow2(cloudLinearDepth) * renderDistance < min(lViewPos1, renderDistance)) {
// Material in question is obstructed by the cloud volume
materialMask = 0;
}
#endif
if (
abs(materialMask - 149.5) < 50.0 // Entity Reflection Handling (see common.glsl for details)
|| materialMask == 254 // No SSAO, No TAA, Reduce Reflection
) {
return;
}
/*if (materialMask == 254) { // No SSAO, No TAA, Reduce Reflection
#ifndef CUSTOM_PBR
if (z1 <= 0.56) return; // The edge pixel trick doesn't look nice on hand
#endif
int i = 0;
while (i < 4) {
int mms = int(texelFetch(colortex6, texelCoord + neighbourhoodOffsets[i], 0).g * 255.1);
if (mms != materialMask) break;
i++;
} // Checking edge-pixels prevents flickering
if (i == 4) return;
}*/
float z0 = texelFetch(depthtex0, texelCoord, 0).r;
vec2 prvCoord = texCoord;
if (z1 > 0.56) prvCoord = Reprojection(viewPos1);
#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
vec3 tempColor = textureCatmullRom(colortex2, prvCoord, view);
#else
vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
#endif
if (tempColor == vec3(0.0) || any(isnan(tempColor))) { // Fixes the first frame and nans
temp = color;
return;
}
float edge = 0.0;
NeighbourhoodClamping(color, tempColor, z0, z1, edge);
if (materialMask == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
#ifdef DISTANT_HORIZONS
if (z0 == 1.0) {
blendMinimum = 0.75;
blendVariable = 0.05;
blendConstant = 0.9;
edge = 1.0;
}
#endif
vec2 velocity = (texCoord - prvCoord.xy) * view;
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
prvCoord.y > 0.0 && prvCoord.y < 1.0);
float velocityFactor = dot(velocity, velocity) * 10.0;
blendFactor *= max(exp(-velocityFactor) * blendVariable + blendConstant - min(length(cameraPosition - previousCameraPosition), 0.05) * edge, blendMinimum);
#ifdef RAIN_ATMOSPHERE
blendFactor *= 1.0 - isLightningActive();
#endif
#ifdef MIRROR_DIMENSION
blendFactor = 0.0;
#endif
color = mix(color, tempColor, blendFactor);
temp = color;
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
}