// 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; uniform sampler2D sveloc; uniform sampler2D tex; // uniform vec2 texStep; in vec2 texCoord; out vec4 fragColor; void main() { vec2 velocity = texture(sveloc, texCoord).rg; velocity *= motionBlurIntensity; // * (currentFps / targetFps); vec4 col = texture(tex, texCoord); // Do not blur masked objects if (texture(gbuffer0, texCoord).a == 1.0) { fragColor = col; return; } // 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); // } col /= float(samples + 1); fragColor = col; }