/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #version 430 // Combines camera and per object velocity by using the velocity of the // closest fragment #pragma optionNV (unroll all) #define USE_GBUFFER_EXTENSIONS #pragma include "render_pipeline_base.inc.glsl" #pragma include "includes/gbuffer.inc.glsl" out vec2 result; void main() { vec2 texcoord = get_texcoord(); ivec2 coord = ivec2(gl_FragCoord.xy); vec3 closest = vec3(0, 0, 1); const int filter_size = 1; // Take velocity of closest fragment for (int i = -filter_size; i <= filter_size; ++i) { for (int j = -filter_size; j <= filter_size; ++j) { if ((i == 0 && j == 0) || (abs(i) == 2 && abs(j) == 2)) { vec2 offcoord = texcoord + vec2(i, j) / SCREEN_SIZE; float depth = get_depth_at(offcoord); if (depth < closest.z) { closest = vec3(offcoord, depth); } } } } // Combine camera and per object velocity. // XXX: Most likely this is wrong. But since per-object velocity currently // is disabled, its not an issue. vec2 camera_velocity = get_camera_velocity(closest.xy); vec2 per_object_velocity = get_object_velocity_at(closest.xy); result = camera_velocity + per_object_velocity; }