armory/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl
2016-10-25 13:01:20 +02:00

58 lines
1.7 KiB
GLSL
Executable file

// 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;
}