armory/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl

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// Per-Object Motion Blur
// http://john-chapman-graphics.blogspot.com/2013/01/per-object-motion-blur.html
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
uniform sampler2D gbuffer0;
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uniform sampler2D sveloc;
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uniform sampler2D tex;
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// uniform vec2 texStep;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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vec2 velocity = texture(sveloc, texCoord).rg;
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velocity *= motionBlurIntensity; // * (currentFps / targetFps);
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vec4 col = texture(tex, texCoord);
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// Do not blur masked objects
if (texture(gbuffer0, texCoord).a == 1.0) {
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fragColor = col;
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return;
}
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// float speed = length(velocity / texStep);
// const int MAX_SAMPLES = 8;
// int samples = clamp(int(speed), 1, MAX_SAMPLES);
const int samples = 8;
// for (int i = 1; i < samples; ++i) {
vec2 offset = velocity * (float(0) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
//
offset = velocity * (float(1) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(2) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(3) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(4) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(5) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(6) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
offset = velocity * (float(7) / float(samples - 1) - 0.5);
col += texture(tex, texCoord + offset);
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// }
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col /= float(samples + 1);
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fragColor = col;
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}