This commit is contained in:
JMS55 2025-07-10 12:46:48 -04:00
parent bc29cb418e
commit fbe2fb1e2a
2 changed files with 4 additions and 4 deletions

View File

@ -48,7 +48,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
let diffuse_brdf = base_color / PI;
let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, &rng);
let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng);
di_reservoirs_b[pixel_index] = combined_reservoir.merged_reservoir;
@ -119,7 +119,7 @@ fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>
return reservoir;
}
fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir {
let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.viewport.zw));
let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float);

View File

@ -43,7 +43,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
let initial_reservoir = generate_initial_reservoir(world_position, world_normal, &rng);
let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, &rng);
gi_reservoirs_b[pixel_index] = combined_reservoir;
@ -110,7 +110,7 @@ fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>
return reservoir;
}
fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir {
let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.viewport.zw));
let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float);