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authorladevieq <ladevie.quentin@gmail.com>2021-03-10 21:59:56 +0100
committerladevieq <ladevie.quentin@gmail.com>2021-03-10 22:00:45 +0100
commit214c32a5475ec302b0caa837ea4d241ece263174 (patch)
tree9dee7eadaf833bd97d5a31448110bb74e940b98c /shaders
parentf32b8f50f5d826c9bb8c6cd78a9f69ffe787fa69 (diff)
Fix TAA to have infinite accumulation
Diffstat (limited to 'shaders')
-rw-r--r--shaders/compute.comp6
1 files changed, 4 insertions, 2 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 411c520..a47b9ce 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -218,16 +218,18 @@ void main() {
vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1)));
+ sample_index %= 1000;
+
vec2 jittered_uvs = uv + vec2(random_disk[sample_index].x / (width - 1), random_disk[sample_index].y / (height - 1));
vec2 lens_disk = random_disk[sample_index] * cam.lens_radius;
vec3 offset = lens_disk.x * cam.right.xyz + lens_disk.y * cam.up.xyz;
vec4 proj_plane_pos = cam.first_pixel + jittered_uvs.x * cam.horizontal + jittered_uvs.y * cam.vertical;
- ray r = ray(cam.position.xyz + offset, proj_plane_pos.xyz - cam.position.xyz - offset);
+ ray r = ray(cam.position.xyz, proj_plane_pos.xyz - cam.position.xyz);
vec4 out_color = ray_color(r, sample_index);
float spp_scale = (1.0 / samples_per_pixel);
vec4 acc_color = imageLoad(accumulation_image, ivec2(x, y));
- imageStore(output_image, ivec2(x, y), acc_color + out_color * spp_scale);
+ imageStore(output_image, ivec2(x, y), mix(acc_color, out_color, spp_scale));
}