armory/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl
2020-05-11 09:03:13 +02:00

55 lines
1.3 KiB
GLSL

// 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 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) {
#ifdef _InvY
coord.y = 1.0 - coord.y;
#endif
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;
#ifdef _InvY
velocity.y = -velocity.y;
#endif
return velocity;
}
void main() {
fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
float depth = textureLod(gbufferD, texCoord, 0.0).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;
fragColor.rgb += textureLod(tex, offset, 0.0).rgb;
processed++;
}
fragColor.rgb /= processed;
}