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// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
// MOTION BLUR FRAGMENT PROGRAM
// Credits to jonathan for optimization
///////////////////////////////////////////////////////
in vec4 vVtxPos;
in vec4 vPrevVtxPos;
OUTPUT
uniform sampler2DRect tex0; //screenTex
uniform vec2 halfScreenSize;
void main()
{
vec2 wpos = gl_FragCoord.xy;
vec2 p1 = vVtxPos.xy / vVtxPos.w;
vec2 p2 = vPrevVtxPos.xy / vPrevVtxPos.w;
vec2 velocity = (p2 - p1) * halfScreenSize;
//Sample into scene texture along motion vector
float samples = min( max( 1.0, ceil( max( abs( velocity.x ), abs( velocity.y ) ) / 2.0 ) ), 16.0 );
float w = 1.0 / samples; // weight
vec2 s = velocity / samples; // step
vec4 a = vec4(0.0);
for(float i=0.0; i<samples; i+=1.0)
{
a += texture2DRect(tex0, wpos) * w;
wpos += s;
}
outColor = a;
}
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