55 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			55 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								// 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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								#include "compiled.inc"
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								#include "std/gbuffer.glsl"
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								uniform sampler2D gbufferD;
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								uniform sampler2D tex;
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								uniform mat4 prevVP;
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								uniform vec3 eye;
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								uniform vec3 eyeLook;
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								uniform vec2 cameraProj;
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								uniform float frameScale;
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								in vec2 texCoord;
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								in vec3 viewRay;
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								out vec4 fragColor;
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								vec2 getVelocity(vec2 coord, float depth) {
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									#ifdef _InvY
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									coord.y = 1.0 - coord.y;
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									#endif
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									vec4 currentPos = vec4(coord.xy * 2.0 - 1.0, depth, 1.0);
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									vec4 worldPos = vec4(getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj), 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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									#ifdef _InvY
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									velocity.y = -velocity.y;
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									#endif
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									return velocity;
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								}
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								void main() {
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									fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
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									float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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									if (depth == 1.0) {
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										return;
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									}
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									float blurScale = motionBlurIntensity * frameScale;
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									vec2 velocity = getVelocity(texCoord, depth) * blurScale;
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									vec2 offset = texCoord;
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									int processed = 1;
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									for(int i = 0; i < 8; ++i) {
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										offset += velocity;
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										fragColor.rgb += textureLod(tex, offset, 0.0).rgb;
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										processed++;
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									}
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									fragColor.rgb /= processed;
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								}
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