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1// 3x3 bilaterial filter (edge-preserving blur)
2// https://people.csail.mit.edu/sparis/bf_course/course_notes.pdf
4// Note: Does not use the Gaussian kernel part of a typical bilateral blur
5// From the paper: "use the information gathered on a neighborhood of 4 × 4 using a bilateral filter for
6// reconstruction, using _uniform_ convolution weights"
8// Note: The paper does a 4x4 (not quite centered) filter, offset by +/- 1 pixel every other frame
9// XeGTAO does a 3x3 filter, on two pixels at a time per compute thread, applied twice
10// We do a 3x3 filter, on 1 pixel per compute thread, applied once
12#import bevy_render::view::View
14@group(0) @binding(0) var ambient_occlusion_noisy: texture_2d<f32>;
15@group(0) @binding(1) var depth_differences: texture_2d<u32>;
16@group(0) @binding(2) var ambient_occlusion: texture_storage_2d<r16float, write>;
17@group(1) @binding(0) var point_clamp_sampler: sampler;
18@group(1) @binding(1) var linear_clamp_sampler: sampler;
19@group(1) @binding(2) var<uniform> view: View;
21@compute
22@workgroup_size(8, 8, 1)
23fn spatial_denoise(@builtin(global_invocation_id) global_id: vec3<u32>) {
24 let pixel_coordinates = vec2<i32>(global_id.xy);
25 let uv = vec2<f32>(pixel_coordinates) / view.viewport.zw;
27 let edges0 = textureGather(0, depth_differences, point_clamp_sampler, uv);
28 let edges1 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
29 let edges2 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(1i, 2i));
30 let visibility0 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv);
31 let visibility1 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
32 let visibility2 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(0i, 2i));
33 let visibility3 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 2i));
35 let left_edges = unpack4x8unorm(edges0.x);
36 let right_edges = unpack4x8unorm(edges1.x);
37 let top_edges = unpack4x8unorm(edges0.z);
38 let bottom_edges = unpack4x8unorm(edges2.w);
39 var center_edges = unpack4x8unorm(edges0.y);
40 center_edges *= vec4<f32>(left_edges.y, right_edges.x, top_edges.w, bottom_edges.z);
42 let center_weight = 1.2;
43 let left_weight = center_edges.x;
44 let right_weight = center_edges.y;
45 let top_weight = center_edges.z;
46 let bottom_weight = center_edges.w;
47 let top_left_weight = 0.425 * (top_weight * top_edges.x + left_weight * left_edges.z);
48 let top_right_weight = 0.425 * (top_weight * top_edges.y + right_weight * right_edges.z);
49 let bottom_left_weight = 0.425 * (bottom_weight * bottom_edges.x + left_weight * left_edges.w);
50 let bottom_right_weight = 0.425 * (bottom_weight * bottom_edges.y + right_weight * right_edges.w);
52 let center_visibility = visibility0.y;
53 let left_visibility = visibility0.x;
54 let right_visibility = visibility0.z;
55 let top_visibility = visibility1.x;
56 let bottom_visibility = visibility2.z;
57 let top_left_visibility = visibility0.w;
58 let top_right_visibility = visibility1.w;
59 let bottom_left_visibility = visibility2.w;
60 let bottom_right_visibility = visibility3.w;
62 var sum = center_visibility;
63 sum += left_visibility * left_weight;
64 sum += right_visibility * right_weight;
65 sum += top_visibility * top_weight;
66 sum += bottom_visibility * bottom_weight;
67 sum += top_left_visibility * top_left_weight;
68 sum += top_right_visibility * top_right_weight;
69 sum += bottom_left_visibility * bottom_left_weight;
70 sum += bottom_right_visibility * bottom_right_weight;
72 var sum_weight = center_weight;
73 sum_weight += left_weight;
74 sum_weight += right_weight;
75 sum_weight += top_weight;
76 sum_weight += bottom_weight;
77 sum_weight += top_left_weight;
78 sum_weight += top_right_weight;
79 sum_weight += bottom_left_weight;
80 sum_weight += bottom_right_weight;
82 let denoised_visibility = sum / sum_weight;
84 textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(denoised_visibility, 0.0, 0.0, 0.0));
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