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54
leenkx/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl
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54
leenkx/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl
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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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