55 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.3 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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#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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