Render temporal scene with motion, resolve and sharp UI
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@@ -28,6 +28,7 @@ struct InstanceRecord {
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float4 previousExtent; // 192..207
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uint4 metadata; // 208..223: x bits 0=HZB, 1=temporal prior valid; y=stableSlot,
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// z=generation low 32, w=generation high 32 (zero = untracked)
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column_major float4x4 previousModel; // 224..287
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};
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struct ViewRecord {
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column_major float4x4 currentViewProjection; // 0..63
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@@ -81,6 +82,42 @@ GpuSceneOutput gpuVertexMain(GpuSceneVertex vertex, uint drawInstance : SV_Vulka
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return output;
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}
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struct GpuSceneTemporalOutput {
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float4 position : SV_Position;
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float3 world : TEXCOORD0;
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float3 normal : NORMAL;
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float4 color : COLOR0;
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float2 material : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 previousClip : TEXCOORD3;
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float4 currentClip : TEXCOORD4;
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float motionValid : TEXCOORD5;
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};
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[shader("vertex")]
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GpuSceneTemporalOutput gpuTemporalVertexMain(GpuSceneVertex vertex,
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uint drawInstance : SV_VulkanInstanceID) {
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InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
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ViewRecord view = gfxViews[0];
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float4 local = float4(vertex.position, 1);
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float4 world = mul(instance.model, local);
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GpuSceneTemporalOutput output;
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output.position = mul(view.currentViewProjection, world);
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output.currentClip = output.position;
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output.previousClip = mul(view.previousViewProjection,
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mul(instance.previousModel, local));
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output.motionValid = (instance.metadata.x & 2u) != 0u ? 1.0 : 0.0;
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output.world = world.xyz;
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float3 normal = float3(dot(instance.normalRow0.xyz, vertex.normal),
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dot(instance.normalRow1.xyz, vertex.normal),
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dot(instance.normalRow2.xyz, vertex.normal));
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float normalLength = length(normal);
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output.normal = normalLength > 1e-8 ? normal / normalLength : float3(0, 0, 0);
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output.color = vertex.color * instance.color;
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output.material = instance.material.xy;
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output.uv = vertex.uv;
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return output;
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}
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[shader("vertex")]
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float4 gpuShadowMain(GpuSceneVertex vertex, uint drawInstance : SV_VulkanInstanceID) : SV_Position {
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InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
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