EG/RenderPipelineFile/rpcore/shader/combine_velocity.frag.glsl
2025-12-12 16:16:15 +08:00

67 lines
2.5 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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;
}