Misc
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@ -48,7 +48,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let diffuse_brdf = base_color / PI;
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let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
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let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng);
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di_reservoirs_b[pixel_index] = combined_reservoir.merged_reservoir;
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@ -119,7 +119,7 @@ fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>
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return reservoir;
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}
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir {
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let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
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let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.viewport.zw));
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let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float);
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@ -43,7 +43,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
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let initial_reservoir = generate_initial_reservoir(world_position, world_normal, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
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let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, &rng);
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gi_reservoirs_b[pixel_index] = combined_reservoir;
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@ -110,7 +110,7 @@ fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>
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return reservoir;
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}
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir {
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let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
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let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.viewport.zw));
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let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float);
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