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- import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from 'three/webgpu';
- import { add, exp, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, property, outputStruct } from 'three/tsl';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- const _size = /*@__PURE__*/ new Vector2();
- let _rendererState;
- /**
- * A special node that performs Temporal Anti-Aliasing Upscaling (TAAU).
- *
- * Like TRAA, the node accumulates jittered samples over multiple frames and
- * reprojects history with motion vectors. Unlike TRAA, the input buffers
- * (beauty, depth, velocity) are expected to be rendered at a lower resolution
- * than the renderer's drawing buffer — typically by lowering the upstream
- * pass's resolution via {@link PassNode#setResolutionScale} — and the resolve
- * pass reconstructs an output-resolution image using a 9-tap Blackman-Harris
- * filter (Gaussian approximation) over the jittered input samples. The result
- * is an alternative to FSR2/3 that does anti-aliasing and upscaling in a
- * single pass.
- *
- * References:
- * - Karis, "High Quality Temporal Supersampling", SIGGRAPH 2014, {@link https://advances.realtimerendering.com/s2014/}
- * - Riley/Arcila, FidelityFX Super Resolution 2, GDC 2022, {@link https://gpuopen.com/download/GDC_FidelityFX_Super_Resolution_2_0.pdf}
- *
- * Note: MSAA must be disabled when TAAU is in use.
- *
- * @augments TempNode
- * @three_import import { taau } from 'three/addons/tsl/display/TAAUNode.js';
- */
- class TAAUNode extends TempNode {
- static get type() {
- return 'TAAUNode';
- }
- /**
- * Constructs a new TAAU node.
- *
- * @param {TextureNode} beautyNode - The texture node that represents the input of the effect.
- * @param {TextureNode} depthNode - A node that represents the scene's depth.
- * @param {TextureNode} velocityNode - A node that represents the scene's velocity.
- * @param {Camera} camera - The camera the scene is rendered with.
- */
- constructor( beautyNode, depthNode, velocityNode, camera ) {
- super( 'vec4' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTAAUNode = true;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
- * its effect once per frame in `updateBefore()`.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- /**
- * The texture node that represents the input of the effect.
- *
- * @type {TextureNode}
- */
- this.beautyNode = beautyNode;
- /**
- * A node that represents the scene's depth.
- *
- * @type {TextureNode}
- */
- this.depthNode = depthNode;
- /**
- * A node that represents the scene's velocity.
- *
- * @type {TextureNode}
- */
- this.velocityNode = velocityNode;
- /**
- * The camera the scene is rendered with.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * When the difference between the current and previous depth goes above this threshold,
- * the history is considered invalid.
- *
- * @type {number}
- * @default 0.0005
- */
- this.depthThreshold = 0.0005;
- /**
- * The depth difference within the 3×3 neighborhood to consider a pixel as an edge.
- *
- * @type {number}
- * @default 0.001
- */
- this.edgeDepthDiff = 0.001;
- /**
- * The history becomes invalid as the pixel length of the velocity approaches this value.
- *
- * @type {number}
- * @default 128
- */
- this.maxVelocityLength = 128;
- /**
- * Baseline weight applied to the current frame in the resolve. Lower
- * values produce smoother results with longer accumulation but slower
- * convergence on disoccluded regions; the motion factor is added on
- * top, so fast-moving pixels still respond quickly.
- *
- * @type {number}
- * @default 0.025
- */
- this.currentFrameWeight = 0.025;
- /**
- * The jitter index selects the current camera offset value.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._jitterIndex = 0;
- /**
- * A uniform node holding the current jitter offset in input-pixel
- * units. The shader needs this to know where each input sample was
- * actually rendered when computing per-tap reconstruction weights.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._jitterOffset = uniform( new Vector2() );
- /**
- * The render target that represents the history of frame data.
- * Sized to the renderer's drawing buffer (the output resolution).
- *
- * @private
- * @type {?RenderTarget}
- */
- this._historyRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, count: 2 } );
- this._historyRenderTarget.textures[ 0 ].name = 'TAAUNode.history.color';
- this._historyRenderTarget.textures[ 1 ].name = 'TAAUNode.history.lock';
- /**
- * The render target for the resolve. Sized to the renderer's drawing
- * buffer (the output resolution).
- *
- * @private
- * @type {?RenderTarget}
- */
- this._resolveRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
- this._resolveRenderTarget.texture.name = 'TAAUNode.resolve';
- /**
- * Render target whose depth attachment holds the previous frame's
- * depth buffer. The depth texture must be owned by a render target
- * so that `copyTextureToTexture` can copy into it on the WebGL
- * backend, which uses a framebuffer blit and therefore needs the
- * destination depth texture to be attached to a framebuffer. This
- * render target is sized independently of the history target so it
- * can match the (lower-resolution) input depth texture.
- *
- * @private
- * @type {RenderTarget}
- */
- this._previousDepthRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, depthTexture: new DepthTexture() } );
- this._previousDepthRenderTarget.depthTexture.name = 'TAAUNode.previousDepth';
- /**
- * Material used for the resolve step.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._resolveMaterial = new NodeMaterial();
- this._resolveMaterial.name = 'TAAU.resolve';
- /**
- * Material used to seed the history render target on resize. It
- * performs a bilinear upscale of the current beauty buffer into the
- * output-sized history target so that the first frames after a
- * resize do not fade in from black.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._seedMaterial = new NodeMaterial();
- this._seedMaterial.name = 'TAAU.seed';
- /**
- * The result of the effect is represented as a separate texture node.
- *
- * @private
- * @type {PassTextureNode}
- */
- this._textureNode = passTexture( this, this._resolveRenderTarget.texture );
- /**
- * Used to save the original/unjittered projection matrix.
- *
- * @private
- * @type {Matrix4}
- */
- this._originalProjectionMatrix = new Matrix4();
- /**
- * A uniform node holding the camera's near and far.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._cameraNearFar = uniform( new Vector2() );
- /**
- * A uniform node holding the camera world matrix.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraWorldMatrix = uniform( new Matrix4() );
- /**
- * A uniform node holding the camera world matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraWorldMatrixInverse = uniform( new Matrix4() );
- /**
- * A uniform node holding the camera projection matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraProjectionMatrixInverse = uniform( new Matrix4() );
- /**
- * A uniform node holding the previous frame's view matrix.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._previousCameraWorldMatrix = uniform( new Matrix4() );
- /**
- * A uniform node holding the previous frame's projection matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._previousCameraProjectionMatrixInverse = uniform( new Matrix4() );
- /**
- * A texture node for the previous depth buffer.
- *
- * @private
- * @type {TextureNode}
- */
- this._previousDepthNode = texture( this._previousDepthRenderTarget.depthTexture );
- /**
- * Sync the post processing stack with the TAAU node.
- *
- * @private
- * @type {boolean}
- */
- this._needsPostProcessingSync = false;
- }
- /**
- * Returns the result of the effect as a texture node.
- *
- * @return {PassTextureNode} A texture node that represents the result of the effect.
- */
- getTextureNode() {
- return this._textureNode;
- }
- /**
- * Sets the output size of the effect (history and resolve targets). The
- * previous-depth texture is sized independently in `updateBefore()` to
- * track the scene's current depth texture.
- *
- * @param {number} outputWidth - The output width (drawing buffer width).
- * @param {number} outputHeight - The output height (drawing buffer height).
- */
- setSize( outputWidth, outputHeight ) {
- this._historyRenderTarget.setSize( outputWidth, outputHeight );
- this._resolveRenderTarget.setSize( outputWidth, outputHeight );
- }
- /**
- * Defines the TAAU's current jitter as a view offset to the scene's
- * camera. The jitter is shrunk to one *output* pixel (rather than one
- * input pixel) so that the halton sequence gradually fills the output
- * sub-pixel grid over multiple frames.
- *
- * @param {number} inputWidth - The width of the input buffers the camera renders into.
- * @param {number} inputHeight - The height of the input buffers the camera renders into.
- */
- setViewOffset( inputWidth, inputHeight ) {
- // save original/unjittered projection matrix for velocity pass
- this.camera.updateProjectionMatrix();
- this._originalProjectionMatrix.copy( this.camera.projectionMatrix );
- velocity.setProjectionMatrix( this._originalProjectionMatrix );
- // The jitter range must span one output pixel (not one input pixel),
- // so we shrink the input-pixel-unit offset by the ratio of input to
- // output resolution.
- const haltonOffset = _haltonOffsets[ this._jitterIndex ];
- const jitterX = ( haltonOffset[ 0 ] - 0.5 );
- const jitterY = ( haltonOffset[ 1 ] - 0.5 );
- this._jitterOffset.value.set( jitterX, jitterY );
- this.camera.setViewOffset(
- inputWidth, inputHeight,
- jitterX, jitterY,
- inputWidth, inputHeight
- );
- }
- /**
- * Clears the view offset from the scene's camera.
- */
- clearViewOffset() {
- this.camera.clearViewOffset();
- velocity.setProjectionMatrix( null );
- // update jitter index
- this._jitterIndex ++;
- this._jitterIndex = this._jitterIndex % ( _haltonOffsets.length - 1 );
- }
- /**
- * This method is used to render the effect once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( frame ) {
- const { renderer } = frame;
- // store previous frame matrices before updating current ones
- this._previousCameraWorldMatrix.value.copy( this._cameraWorldMatrix.value );
- this._previousCameraProjectionMatrixInverse.value.copy( this._cameraProjectionMatrixInverse.value );
- // update camera matrices uniforms
- this._cameraNearFar.value.set( this.camera.near, this.camera.far );
- this._cameraWorldMatrix.value.copy( this.camera.matrixWorld );
- this._cameraWorldMatrixInverse.value.copy( this.camera.matrixWorldInverse );
- this._cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
- // extract input dimensions from the beauty buffer and output
- // dimensions from the renderer's drawing buffer
- const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
- const inputWidth = beautyRenderTarget.texture.width;
- const inputHeight = beautyRenderTarget.texture.height;
- const drawingBufferSize = renderer.getDrawingBufferSize( _size );
- const outputWidth = drawingBufferSize.width;
- const outputHeight = drawingBufferSize.height;
- //
- _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
- //
- const needsRestart =
- this._historyRenderTarget.width !== outputWidth ||
- this._historyRenderTarget.height !== outputHeight;
- this.setSize( outputWidth, outputHeight );
- // every time the dimensions change we need fresh history data
- if ( needsRestart === true ) {
- // make sure render targets are initialized after the resize which triggers a dispose()
- renderer.initRenderTarget( this._historyRenderTarget );
- renderer.initRenderTarget( this._resolveRenderTarget );
- // Seed the history with a bilinear upscale of the current beauty
- // buffer. Without this the first frames after a resize fade in
- // from black because the history target was cleared. The seed
- // material is a quad pass that samples beauty at output UVs, so
- // it produces an output-sized image regardless of the input size.
- renderer.setRenderTarget( this._historyRenderTarget );
- _quadMesh.material = this._seedMaterial;
- _quadMesh.name = 'TAAU.seed';
- _quadMesh.render( renderer );
- renderer.setRenderTarget( null );
- }
- // must run after needsRestart so it does not affect the seed reset
- if ( this._needsPostProcessingSync === true ) {
- this.setViewOffset( inputWidth, inputHeight );
- this._needsPostProcessingSync = false;
- }
- // resolve
- renderer.setRenderTarget( this._resolveRenderTarget );
- _quadMesh.material = this._resolveMaterial;
- _quadMesh.name = 'TAAU';
- _quadMesh.render( renderer );
- renderer.setRenderTarget( null );
- // update history
- renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
- // Copy the current scene depth into the previous-depth texture. We
- // keep the destination size locked to the source's actual dimensions
- // so that any one-frame timing mismatch between the scene pass's depth
- // attachment and the beauty render target's bookkeeping cannot
- // produce a copy with mismatched extents (which WebGPU rejects for
- // depth/stencil formats).
- const currentDepth = this.depthNode.value;
- const srcW = currentDepth.image !== null && currentDepth.image !== undefined ? currentDepth.image.width : 0;
- const srcH = currentDepth.image !== null && currentDepth.image !== undefined ? currentDepth.image.height : 0;
- if ( srcW > 0 && srcH > 0 ) {
- if ( this._previousDepthRenderTarget.width !== srcW || this._previousDepthRenderTarget.height !== srcH ) {
- this._previousDepthRenderTarget.setSize( srcW, srcH );
- renderer.initRenderTarget( this._previousDepthRenderTarget );
- }
- const dstDepth = this._previousDepthRenderTarget.depthTexture;
- renderer.copyTextureToTexture( currentDepth, dstDepth );
- this._previousDepthNode.value = dstDepth;
- }
- // restore
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's render targets and TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {PassTextureNode}
- */
- setup( builder ) {
- const renderPipeline = builder.context.renderPipeline;
- if ( renderPipeline ) {
- this._needsPostProcessingSync = true;
- renderPipeline.context.onBeforeRenderPipeline = () => {
- const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
- const inputWidth = beautyRenderTarget.texture.width;
- const inputHeight = beautyRenderTarget.texture.height;
- this.setViewOffset( inputWidth, inputHeight );
- };
- renderPipeline.context.onAfterRenderPipeline = () => {
- this.clearViewOffset();
- };
- }
- const currentDepthStruct = struct( {
- closestDepth: 'float',
- closestPositionTexel: 'vec2',
- farthestDepth: 'float',
- } );
- // Samples 3×3 neighborhood pixels and returns the closest and farthest depths.
- const sampleCurrentDepth = Fn( ( [ positionTexel ] ) => {
- const closestDepth = float( 2 ).toVar();
- const closestPositionTexel = vec2( 0 ).toVar();
- const farthestDepth = float( - 1 ).toVar();
- for ( let x = - 1; x <= 1; ++ x ) {
- for ( let y = - 1; y <= 1; ++ y ) {
- const neighbor = positionTexel.add( vec2( x, y ) ).toVar();
- const depth = this.depthNode.load( neighbor ).r.toVar();
- If( depth.lessThan( closestDepth ), () => {
- closestDepth.assign( depth );
- closestPositionTexel.assign( neighbor );
- } );
- If( depth.greaterThan( farthestDepth ), () => {
- farthestDepth.assign( depth );
- } );
- }
- }
- return currentDepthStruct( closestDepth, closestPositionTexel, farthestDepth );
- } );
- // Samples a previous depth and reproject it using the current camera matrices.
- const samplePreviousDepth = ( uv ) => {
- const depth = this._previousDepthNode.sample( uv ).r;
- const positionView = getViewPosition( uv, depth, this._previousCameraProjectionMatrixInverse );
- const positionWorld = this._previousCameraWorldMatrix.mul( vec4( positionView, 1 ) ).xyz;
- const viewZ = this._cameraWorldMatrixInverse.mul( vec4( positionWorld, 1 ) ).z;
- return viewZToPerspectiveDepth( viewZ, this._cameraNearFar.x, this._cameraNearFar.y );
- };
- // Optimized version of AABB clipping.
- // Reference: https://github.com/playdeadgames/temporal
- const clipAABB = Fn( ( [ currentColor, historyColor, minColor, maxColor ] ) => {
- const pClip = maxColor.rgb.add( minColor.rgb ).mul( 0.5 );
- const eClip = maxColor.rgb.sub( minColor.rgb ).mul( 0.5 ).add( 1e-7 );
- const vClip = historyColor.sub( vec4( pClip, currentColor.a ) );
- const vUnit = vClip.xyz.div( eClip );
- const absUnit = vUnit.abs();
- const maxUnit = max( absUnit.x, absUnit.y, absUnit.z );
- return maxUnit.greaterThan( 1 ).select(
- vec4( pClip, currentColor.a ).add( vClip.div( maxUnit ) ),
- historyColor
- );
- } ).setLayout( {
- name: 'clipAABB',
- type: 'vec4',
- inputs: [
- { name: 'currentColor', type: 'vec4' },
- { name: 'historyColor', type: 'vec4' },
- { name: 'minColor', type: 'vec4' },
- { name: 'maxColor', type: 'vec4' }
- ]
- } );
- // Flicker reduction based on luminance weighing.
- const flickerReduction = Fn( ( [ currentColor, historyColor, currentWeight ] ) => {
- const historyWeight = currentWeight.oneMinus();
- const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1 ) ) ) );
- const compressedHistory = historyColor.mul( float( 1 ).div( ( max( historyColor.r, historyColor.g, historyColor.b ).add( 1 ) ) ) );
- const luminanceCurrent = luminance( compressedCurrent.rgb );
- const luminanceHistory = luminance( compressedHistory.rgb );
- currentWeight.mulAssign( float( 1 ).div( luminanceCurrent.add( 1 ) ) );
- historyWeight.mulAssign( float( 1 ).div( luminanceHistory.add( 1 ) ) );
- return add( currentColor.mul( currentWeight ), historyColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) ).toVar();
- } );
- const historyNode = texture( this._historyRenderTarget.textures[ 0 ] );
- const lockNode = texture( this._historyRenderTarget.textures[ 1 ] );
- // --- TAAU resolve ---
- //
- // For each output pixel, we map its position into input-pixel space,
- // find the closest jittered input sample, and reconstruct the current
- // color as a weighted sum of the 3×3 neighborhood around that sample.
- // Each tap's weight is a Gaussian approximation of a Blackman-Harris
- // window evaluated at the distance between the tap's (jittered)
- // sample center and the output pixel center. The same neighborhood
- // also supplies the moments used for variance clipping of the
- // reprojected history, so no second neighborhood read is needed.
- const colorOutput = property( 'vec4' );
- const lockOutput = property( 'vec4' );
- const outputNode = outputStruct( colorOutput, lockOutput );
- const resolve = Fn( () => {
- const uvNode = uv();
- const inputSize = this.beautyNode.size(); // ivec2
- const inputSizeF = vec2( inputSize );
- // output pixel center in input-pixel coordinates
- const pIn = uvNode.mul( inputSizeF );
- // the input sample at integer texel (m, n) was rendered at world
- // position (m + 0.5 + jitter). Solving for the closest tap gives:
- const closestTapF = pIn.sub( vec2( 0.5 ).add( this._jitterOffset ) ).round();
- const closestTap = ivec2( closestTapF );
- // depth dilation around the closest input tap
- const currentDepth = sampleCurrentDepth( closestTapF );
- const closestDepth = currentDepth.get( 'closestDepth' );
- const closestPositionTexel = currentDepth.get( 'closestPositionTexel' );
- const farthestDepth = currentDepth.get( 'farthestDepth' );
- // reproject using the velocity sampled at the dilated depth tap
- const offsetUV = this.velocityNode.load( closestPositionTexel ).xy.mul( vec2( 0.5, - 0.5 ) );
- const historyUV = uvNode.sub( offsetUV );
- const previousDepth = samplePreviousDepth( historyUV );
- // history validity
- const isValidUV = historyUV.greaterThanEqual( 0 ).all().and( historyUV.lessThanEqual( 1 ).all() );
- const isEdge = farthestDepth.sub( closestDepth ).greaterThan( this.edgeDepthDiff );
- const isDisocclusion = closestDepth.sub( previousDepth ).greaterThan( this.depthThreshold );
- const hasValidHistory = isValidUV.and( isEdge.or( isDisocclusion.not() ) );
- // 9-tap Blackman-Harris (Gaussian approximation) reconstruction
- // of the current frame color, plus moment accumulation for the
- // variance clip of the history.
- const sumColor = vec4( 0 ).toVar();
- const sumWeight = float( 0 ).toVar();
- const moment1 = vec4( 0 ).toVar();
- const moment2 = vec4( 0 ).toVar();
- const offsets = [
- [ - 1, - 1 ], [ 0, - 1 ], [ 1, - 1 ],
- [ - 1, 0 ], [ 0, 0 ], [ 1, 0 ],
- [ - 1, 1 ], [ 0, 1 ], [ 1, 1 ]
- ];
- for ( const [ x, y ] of offsets ) {
- const tap = closestTap.add( ivec2( x, y ) );
- const tapCenter = vec2( tap ).add( vec2( 0.5 ).add( this._jitterOffset ) );
- const delta = pIn.sub( tapCenter );
- const d2 = delta.dot( delta );
- const w = exp( d2.mul( - 2.29 ) );
- // Use max() to prevent NaN values from propagating.
- const c = this.beautyNode.load( tap ).max( 0 );
- sumColor.addAssign( c.mul( w ) );
- sumWeight.addAssign( w );
- moment1.addAssign( c );
- moment2.addAssign( c.pow2() );
- }
- const currentColor = sumColor.div( sumWeight.max( 1e-5 ) );
- // variance clipping using the moments we just gathered
- const N = float( offsets.length );
- const mean = moment1.div( N );
- const motionFactor = uvNode.sub( historyUV ).mul( inputSizeF ).length().div( this.maxVelocityLength ).saturate();
- const varianceGamma = mix( 0.5, 1, motionFactor.oneMinus().pow2() );
- const variance = moment2.div( N ).sub( mean.pow2() ).max( 0 ).sqrt().mul( varianceGamma );
- const minColor = mean.sub( variance );
- const maxColor = mean.add( variance );
- const historyColor = historyNode.sample( historyUV );
- const clippedHistoryColor = clipAABB( mean.clamp( minColor, maxColor ), historyColor, minColor, maxColor );
- // Current weight. Under TAAU a single input frame covers less of
- // the output grid, so the baseline current weight is lower than
- // in standard TRAA to give the accumulator more frames to fill
- // in sub-pixel detail. Motion still biases toward the current
- // frame to keep disoccluded and fast-moving pixels responsive.
- const currentLuma = luminance( currentColor.rgb );
- const meanLuma = luminance( mean.rgb ).toConst();
- const thinFeature = currentLuma.sub( meanLuma ).abs().div( meanLuma ).smoothstep( 0, 0.2 );
- // Gate the lock by a two-sided depth change check. The
- // existing `isDisocclusion` is one-sided (only fires when
- // the scene moves farther), but new geometry appearing
- // closer also makes the history stale.
- const isDepthChanged = closestDepth.sub( previousDepth ).abs().greaterThan( this.depthThreshold );
- const canLock = isValidUV.and( isDepthChanged.not() );
- const gatedThinFeature = canLock.select( thinFeature, float( 0 ) );
- const decay = isDisocclusion.select( 0, 0.5 );
- const lock = max( gatedThinFeature, lockNode.r.mul( decay ) ).saturate();
- const lockedHistoryColor = mix( clippedHistoryColor, historyColor, lock );
- const currentWeight = float( this.currentFrameWeight ).toVar();
- currentWeight.assign( hasValidHistory.select( currentWeight.add( motionFactor ).saturate(), 1 ) );
- const output = flickerReduction( currentColor, lockedHistoryColor, currentWeight );
- colorOutput.assign( output );
- lockOutput.assign( lock );
- return vec4( 0 ); // temporary solution until TSL does not complain anymore
- } );
- // materials
- this._resolveMaterial.colorNode = resolve();
- this._resolveMaterial.outputNode = outputNode;
- this._seedMaterial.colorNode = Fn( () => {
- colorOutput.assign( this.beautyNode.sample( uv() ) );
- lockOutput.assign( 0 );
- return vec4( 0 );
- } )();
- this._seedMaterial.outputNode = outputNode;
- return this._textureNode;
- }
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- dispose() {
- this._historyRenderTarget.dispose();
- this._resolveRenderTarget.dispose();
- this._previousDepthRenderTarget.dispose();
- this._resolveMaterial.dispose();
- this._seedMaterial.dispose();
- }
- }
- export default TAAUNode;
- function _halton( index, base ) {
- let fraction = 1;
- let result = 0;
- while ( index > 0 ) {
- fraction /= base;
- result += fraction * ( index % base );
- index = Math.floor( index / base );
- }
- return result;
- }
- const _haltonOffsets = /*@__PURE__*/ Array.from(
- { length: 32 },
- ( _, index ) => [ _halton( index + 1, 2 ), _halton( index + 1, 3 ) ]
- );
- /**
- * TSL function for creating a TAAU node for Temporal Anti-Aliasing Upscaling.
- *
- * @tsl
- * @function
- * @param {TextureNode} beautyNode - The texture node that represents the input of the effect.
- * @param {TextureNode} depthNode - A node that represents the scene's depth.
- * @param {TextureNode} velocityNode - A node that represents the scene's velocity.
- * @param {Camera} camera - The camera the scene is rendered with.
- * @returns {TAAUNode}
- */
- export const taau = ( beautyNode, depthNode, velocityNode, camera ) => new TAAUNode( convertToTexture( beautyNode ), depthNode, velocityNode, camera );
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