diff --git a/shaders/kDatamosh.fx b/shaders/kDatamosh.fx index 7a0614e..81b932b 100644 --- a/shaders/kDatamosh.fx +++ b/shaders/kDatamosh.fx @@ -127,7 +127,7 @@ texture2D _RenderFrame0 { Width = _HALFSIZE.x; Height = _HALFSIZE.y; - Format = R16F; + Format = RG8; MipLevels = 8; }; @@ -142,7 +142,7 @@ texture2D _RenderDerivatives_Datamosh { Width = _HALFSIZE.x; Height = _HALFSIZE.y; - Format = RG16F; + Format = RGBA16F; MipLevels = 8; }; @@ -190,7 +190,7 @@ texture2D _RenderFrame1 { Width = _HALFSIZE.x; Height = _HALFSIZE.y; - Format = R16F; + Format = RG8; MipLevels = 8; }; @@ -238,21 +238,21 @@ void DerivativesVS(in uint ID : SV_VERTEXID, inout float4 Position : SV_POSITION /* [Pixel Shaders ] */ -void ConvertPS(float4 Position : SV_POSITION, float2 TexCoord : TEXCOORD0, out float OutputColor0 : SV_TARGET0) +void ConvertPS(float4 Position : SV_POSITION, float2 TexCoord : TEXCOORD0, out float2 OutputColor0 : SV_TARGET0) { float3 Color = tex2D(_SampleColor, TexCoord).rgb; - OutputColor0 = saturate(acos(dot(Color, 1.0) / (sqrt(3.0) * length(Color)))); + OutputColor0 = saturate(Color.xy / dot(Color, 1.0)); } -void DerivativesPS(float4 Position : SV_POSITION, float4 TexCoord : TEXCOORD0, out float2 OutputColor0 : SV_TARGET0) +void DerivativesPS(float4 Position : SV_POSITION, float4 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0) { - float Sample0 = tex2D(_SampleFrame0, TexCoord.zy).x; // (-x, +y) - float Sample1 = tex2D(_SampleFrame0, TexCoord.xy).x; // (+x, +y) - float Sample2 = tex2D(_SampleFrame0, TexCoord.zw).x; // (-x, -y) - float Sample3 = tex2D(_SampleFrame0, TexCoord.xw).x; // (+x, -y) - OutputColor0.x = (Sample3 + Sample1) - (Sample2 + Sample0); - OutputColor0.y = (Sample0 + Sample1) - (Sample2 + Sample3); - OutputColor0.xy *= 4.0; + float2 Sample0 = tex2D(_SampleFrame0, TexCoord.zy).xy; // (-x, +y) + float2 Sample1 = tex2D(_SampleFrame0, TexCoord.xy).xy; // (+x, +y) + float2 Sample2 = tex2D(_SampleFrame0, TexCoord.zw).xy; // (-x, -y) + float2 Sample3 = tex2D(_SampleFrame0, TexCoord.xw).xy; // (+x, -y) + OutputColor0.xz = (Sample3 + Sample1) - (Sample2 + Sample0); + OutputColor0.yw = (Sample0 + Sample1) - (Sample2 + Sample3); + OutputColor0 *= 4.0; } /* @@ -268,28 +268,33 @@ void OpticalFlowPS(float4 Position : SV_POSITION, float2 TexCoord : TEXCOORD0, o { OutputColor0 = 0.0; const float MaxLevel = 6.5; - float Smoothness; - float Value; - - float RedBlack = frac(dot(Position.xy, 0.5)) * 2.0; + float2 Smoothness; + float2 Value; for(float Level = MaxLevel; Level > 0.0; Level--) { const float Lambda = max(ldexp(_Constraint * 1e-5, Level - MaxLevel), 1e-7); - float2 SampleIxy = tex2Dlod(_SampleDerivatives, float4(TexCoord, 0.0, Level)).xy; - - float2 SampleFrames; - SampleFrames.x = tex2Dlod(_SampleFrame0, float4(TexCoord, 0.0, Level)).x; - SampleFrames.y = tex2Dlod(_SampleFrame1, float4(TexCoord, 0.0, Level)).x; - float Iz = SampleFrames.x - SampleFrames.y; - - Smoothness = 1.0 / (dot(SampleIxy.xy, SampleIxy.xy) + Lambda); - Value = dot(SampleIxy.xy, OutputColor0.xy) + Iz; - OutputColor0.x = OutputColor0.x - (SampleIxy.x * (Value * Smoothness)); - Value = dot(SampleIxy.xy, OutputColor0.xy) + Iz; - OutputColor0.y = OutputColor0.y - (SampleIxy.y * (Value * Smoothness)); + float4 SampleIxy = tex2Dlod(_SampleDerivatives, float4(TexCoord, 0.0, Level)); + + float4 SampleFrames; + SampleFrames.xy = tex2Dlod(_SampleFrame0, float4(TexCoord, 0.0, Level)).rg; + SampleFrames.zw = tex2Dlod(_SampleFrame1, float4(TexCoord, 0.0, Level)).rg; + float2 Iz = SampleFrames.xy - SampleFrames.zw; + + Smoothness.r = dot(SampleIxy.xy, SampleIxy.xy) + Lambda; + Smoothness.g = dot(SampleIxy.zw, SampleIxy.zw) + Lambda; + Smoothness.rg = 1.0 / Smoothness.rg; + + Value.r = dot(SampleIxy.xy, OutputColor0.xy) + Iz.r; + Value.g = dot(SampleIxy.zw, OutputColor0.zw) + Iz.g; + OutputColor0.xz = OutputColor0.xz - (SampleIxy.xz * (Value.rg * Smoothness.rg)); + + Value.r = dot(SampleIxy.xy, OutputColor0.xy) + Iz.r; + Value.g = dot(SampleIxy.zw, OutputColor0.zw) + Iz.g; + OutputColor0.yw = OutputColor0.yw - (SampleIxy.yw * (Value.rg * Smoothness.rg)); } + OutputColor0.xy = OutputColor0.xy + OutputColor0.zw; OutputColor0.ba = float2(1.0, _BlendFactor); } @@ -329,7 +334,7 @@ void AccumulatePS(float4 Position : SV_POSITION, float2 TexCoord : TEXCOORD0, ou // - Reset if the amount of motion is larger than the block size. OutputColor0.rgb = MotionVectorLength > _BlockSize ? ResetAccumulation : UpdateAccumulation; - OutputColor0.a = MotionVectorLength > _BlockSize ? 0.0 : 1.0; + OutputColor0.a = MotionVectorLength > _BlockSize ? 0.0 : 1.0; OutputColor1 = float4(tex2D(_SampleFrame0, TexCoord).rgb, 0.0); }