armory/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl
2018-11-27 21:34:42 +01:00

36 lines
904 B
GLSL
Executable file

// Per-Object Motion Blur
// http://john-chapman-graphics.blogspot.com/2013/01/per-object-motion-blur.html
#version 450
#include "compiled.inc"
uniform sampler2D gbuffer0;
uniform sampler2D sveloc;
uniform sampler2D tex;
// uniform vec2 texStep;
uniform float frameScale;
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec2 velocity = texture(sveloc, texCoord).rg * motionBlurIntensity * frameScale;
fragColor.rgb = texture(tex, texCoord).rgb;
// Do not blur masked objects
if (texture(gbuffer0, texCoord).a == 1.0) {
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 = 0; i < samples; ++i) {
vec2 offset = velocity * (float(i) / float(samples - 1) - 0.5);
fragColor.rgb += texture(tex, texCoord + offset).rgb;
}
fragColor.rgb /= float(samples + 1);
}