Better sampling of noisy regions

This commit is contained in:
Joshua Barretto 2022-10-26 21:10:43 +01:00
parent 589f59b771
commit 4db88bb22c
2 changed files with 9 additions and 5 deletions

View File

@ -6,10 +6,12 @@ vec4 aa_apply(
vec2 fragCoord,
vec2 resolution
) {
ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1), /*ivec2(-1, -1), ivec2(-1, 1), ivec2(1, -1), ivec2(1, 1)*/ };
ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1) };
vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy;
//float center_d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz), 0).x;
float min_depth = 1000;
float max_depth = 0;
for (uint i = 0u; i < dirs.length(); i ++) {
@ -19,18 +21,20 @@ vec4 aa_apply(
}
vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution, 1.0 + 1.0 / (min_depth * 0 + 0.001 + (max_depth - min_depth) * 500) * 0.001);
vec4 lerped = texture(sampler2D(tex, smplr), fragCoord / screen_res.xy);
//aa_color = lerped;
vec4 closest = vec4(1000);
vec4 closest = aa_color;
float closest_dist = 1000.0;
for (uint i = 0u; i < dirs.length(); i ++) {
vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0);
//float depth_at = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x;
float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1));
if (dist < closest_dist) {
closest = col_at;
closest = mix(col_at, lerped, min(length(lerped.rgb - col_at.rgb) * 0.25, 1));
closest_dist = dist;
}
}
//return texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz), 0);
return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.25, 0, 1));
return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.75, 0, 1));
}

View File

@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 8.0
#define FXAA_SPAN_MAX 12.0
#endif
//optimized version for mobile, where dependent