119 lines
2.8 KiB
GLSL
119 lines
2.8 KiB
GLSL
// Based on GPU Gems 3
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// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#include "../compiled.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 mat4 invVP;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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in vec3 viewRay;
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in vec2 texCoord;
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//const float motionBlurIntensity = 1.0;
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const int samples = 8;
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vec3 getPos(float depth, vec2 coord) {
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vec3 vray = normalize(viewRay);
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const float projectionA = cameraPlane.y / (cameraPlane.y - cameraPlane.x);
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const float projectionB = (-cameraPlane.y * cameraPlane.x) / (cameraPlane.y - cameraPlane.x);
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float linearDepth = projectionB / (depth * 0.5 + 0.5 - projectionA);
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float viewZDist = dot(eyeLook, vray);
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vec3 wposition = eye + vray * (linearDepth / viewZDist);
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return wposition;
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}
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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(depth, coord), 1.0);
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vec4 previousPos = prevVP * worldPos;
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previousPos /= previousPos.w;
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vec2 velocity = (currentPos - previousPos).xy / 40.0;
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return velocity;
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}
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void main() {
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vec4 color = texture(tex, texCoord);
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// Do not blur masked objects
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if (texture(gbuffer0, texCoord).a == 1.0) {
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gl_FragColor = color;
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return;
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}
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// float depth = 1.0 - texture(gbuffer0, texCoord).a;
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float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
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// if (depth == 0.0) {
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if (depth == 1.0) {
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gl_FragColor = color;
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return;
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}
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float blurScale = 1.0 * motionBlurIntensity; //currentFps / targeFps;
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vec2 velocity = getVelocity(texCoord, depth) * blurScale * (-1.0);
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vec2 offset = texCoord;
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int processed = 1;
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// for(int i = 1; i < samples; ++i) {
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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offset += velocity;
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if (texture(gbuffer0, offset).a != 1.0) {
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color += texture(tex, offset);
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processed++;
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}
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// }
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vec4 finalColor = color / processed;
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gl_FragColor = finalColor;
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}
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