Motion blur scale
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0788a00792
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c669c44d09
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@ -13,14 +13,12 @@ uniform mat4 prevVP;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform vec2 cameraProj;
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uniform float frameScale;
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in vec2 texCoord;
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in vec3 viewRay;
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out vec4 fragColor;
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// const float motionBlurIntensity = 1.0;
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// const int samples = 8;
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vec2 getVelocity(vec2 coord, float depth) {
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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, viewRay, depth, cameraProj), 1.0);
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@ -43,8 +41,7 @@ void main() {
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return;
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}
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float blurScale = 1.0 * motionBlurIntensity; //currentFps / targeFps;
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// blurScale *= -1.0;
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float blurScale = motionBlurIntensity * frameScale;
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vec2 velocity = getVelocity(texCoord, depth) * blurScale;
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vec2 offset = texCoord;
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@ -26,6 +26,10 @@
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{
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"name": "cameraProj",
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"link": "_cameraPlaneProj"
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},
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{
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"name": "frameScale",
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"link": "_frameScale"
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}
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],
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"texture_params": [],
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@ -8,13 +8,13 @@ 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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uniform float frameScale;
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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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vec2 velocity = texture(sveloc, texCoord).rg * motionBlurIntensity * frameScale;
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fragColor.rgb = texture(tex, texCoord).rgb;
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@ -7,6 +7,10 @@
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"compare_mode": "always",
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"cull_mode": "none",
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"links": [
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{
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"name": "frameScale",
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"link": "_frameScale"
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},
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{
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"name": "texStep",
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"link": "_screenSizeInv",
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