aurora-rendering-engine/shaders/denoiser.comp

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#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform readonly image2D u_input;
layout(binding = 1, rgba32f) uniform writeonly image2D u_output;
uniform int u_radius; // 1 => 3x3, 2 => 5x5
// Gaussian weight based on distance
float gaussian_weight(float dist, float sigma) {
return exp(-0.5 * dist * dist / (sigma * sigma));
}
// Bilateral filter: considers both spatial distance and color similarity
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = imageSize(u_output);
if (p.x >= size.x || p.y >= size.y) return;
vec3 center_color = imageLoad(u_input, p).rgb;
// Sigma values for bilateral filter
float sigma_space = float(u_radius); // spatial sigma
float sigma_color = 0.3; // color sigma (adjust for more/less smoothing)
vec3 sum = vec3(0.0);
float weight_sum = 0.0;
for (int dy = -u_radius; dy <= u_radius; ++dy) {
for (int dx = -u_radius; dx <= u_radius; ++dx) {
ivec2 q = clamp(p + ivec2(dx, dy), ivec2(0), size - ivec2(1));
vec3 sample_color = imageLoad(u_input, q).rgb;
// Spatial weight (Gaussian based on distance)
float spatial_dist = length(vec2(float(dx), float(dy)));
float spatial_weight = gaussian_weight(spatial_dist, sigma_space);
// Color weight (Gaussian based on color difference)
float color_dist = length(sample_color - center_color);
float color_weight = gaussian_weight(color_dist, sigma_color);
// Combined bilateral weight
float weight = spatial_weight * color_weight;
sum += sample_color * weight;
weight_sum += weight;
}
}
vec3 out_color = sum / max(weight_sum, 1e-6);
imageStore(u_output, p, vec4(out_color, 1.0));
}