Motion blur fixes
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64edf25dee
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@ -6,8 +6,6 @@
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#include "std/gbuffer.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D tex;
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uniform mat4 prevVP;
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uniform vec3 eye;
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@ -20,6 +18,9 @@ in vec3 viewRay;
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out vec4 fragColor;
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vec2 getVelocity(vec2 coord, float depth) {
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#ifdef HLSL
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coord.y = 1.0 - coord.y;
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#endif
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vec4 currentPos = vec4(coord.xy * 2.0 - 1.0, depth, 1.0);
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vec4 worldPos = vec4(getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj), 1.0);
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vec4 previousPos = prevVP * worldPos;
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@ -31,11 +32,6 @@ vec2 getVelocity(vec2 coord, float depth) {
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void main() {
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fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
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// Do not blur masked objects
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if (textureLod(gbuffer0, texCoord, 0.0).a == 1.0) {
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return;
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}
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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if (depth == 1.0) {
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return;
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@ -48,10 +44,8 @@ void main() {
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int processed = 1;
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for(int i = 0; i < 8; ++i) {
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offset += velocity;
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if (textureLod(gbuffer0, offset, 0.0).a != 1.0) {
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fragColor.rgb += textureLod(tex, offset, 0.0).rgb;
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processed++;
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}
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fragColor.rgb += textureLod(tex, offset, 0.0).rgb;
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processed++;
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}
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fragColor.rgb /= processed;
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}
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@ -4,7 +4,6 @@
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#include "compiled.inc"
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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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@ -18,11 +17,6 @@ void main() {
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fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
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// Do not blur masked objects
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if (textureLod(gbuffer0, texCoord, 0.0).a == 1.0) {
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return;
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}
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// float speed = length(velocity / texStep);
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// const int MAX_SAMPLES = 8;
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// int samples = clamp(int(speed), 1, MAX_SAMPLES);
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@ -803,13 +803,19 @@ class RenderPathDeferred {
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#if ((rp_motionblur == "Camera") || (rp_motionblur == "Object"))
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{
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if (armory.data.Config.raw.rp_motionblur != false) {
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#if (rp_motionblur == "Camera")
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{
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path.setDepthFrom("tex", "gbuffer1"); // Unbind depth so we can read it
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}
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#end
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path.setTarget("buf");
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path.bindTarget("tex", "tex");
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path.bindTarget("gbuffer0", "gbuffer0");
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#if (rp_motionblur == "Camera")
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{
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path.bindTarget("_main", "gbufferD");
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path.drawShader("shader_datas/motion_blur_pass/motion_blur_pass");
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path.setDepthFrom("tex", "gbuffer0"); // Re-bind depth
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}
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#else
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{
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