// Based on GPU Gems 3 // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html #version 450 #include "compiled.inc" #include "std/gbuffer.glsl" uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D tex; uniform mat4 prevVP; uniform vec3 eye; uniform vec3 eyeLook; uniform vec2 cameraProj; uniform float frameScale; in vec2 texCoord; in vec3 viewRay; out vec4 fragColor; vec2 getVelocity(vec2 coord, float depth) { vec4 currentPos = vec4(coord.xy * 2.0 - 1.0, depth, 1.0); vec4 worldPos = vec4(getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj), 1.0); vec4 previousPos = prevVP * worldPos; previousPos /= previousPos.w; vec2 velocity = (currentPos - previousPos).xy / 40.0; return velocity; } void main() { fragColor.rgb = texture(tex, texCoord).rgb; // Do not blur masked objects if (texture(gbuffer0, texCoord).a == 1.0) { return; } float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; if (depth == 1.0) { return; } float blurScale = motionBlurIntensity * frameScale; vec2 velocity = getVelocity(texCoord, depth) * blurScale; vec2 offset = texCoord; int processed = 1; for(int i = 0; i < 8; ++i) { offset += velocity; if (texture(gbuffer0, offset).a != 1.0) { fragColor.rgb += texture(tex, offset).rgb; processed++; } } fragColor.rgb /= processed; }