94 lines
3.2 KiB
GLSL
94 lines
3.2 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#define USE_GBUFFER_EXTENSIONS
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/noise.inc.glsl"
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#pragma include "motion_blur.inc.glsl"
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uniform sampler2D ShadedScene;
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uniform sampler2D PackedSceneData;
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uniform sampler2D NeighborMinMax;
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out vec3 result;
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const int num_samples = GET_SETTING(motion_blur, num_samples);
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void main() {
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vec2 texcoord = get_texcoord();
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 tile = coord / tile_size;
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vec3 center_color = texelFetch(ShadedScene, coord, 0).xyz;
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vec2 tile_velocity = texelFetch(NeighborMinMax, tile, 0).xy; // max_v
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const float weight_step = 1.0 / float(num_samples - 1);
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// Early out
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if (length(tile_velocity) < 0.5 / WINDOW_WIDTH) {
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result = max(vec3(0.0), center_color);
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return;
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}
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// Get current pixel offset
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vec2 vx = texelFetch(PackedSceneData, coord, 0).xy;
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vec2 blur_step = tile_velocity * weight_step * 2.0;
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vec2 start_tc = texcoord - tile_velocity;
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float min_len_xy = -length(tile_velocity.xy);
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float len_xy_step = (-min_len_xy) * weight_step * 2.0;
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float initial_weight = saturate(float(num_samples / 40.0));
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initial_weight *= 1.0 / (max(1.0, vx.x));
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float jitter = rand(vec2(coord));
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float weight_accum = initial_weight;
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vec3 accum = center_color * initial_weight;
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for (int i = 0; i < num_samples; ++i) {
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vec2 tc = start_tc + blur_step * (i + jitter);
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vec2 vy = textureLod(PackedSceneData, tc, 0).xy;
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float len_xy = abs(min_len_xy + len_xy_step * (i + jitter));
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vec2 cmp_softz = soft_depth_cmp(vec2(vx.y, vy.y), vec2(vy.y, vx.y));
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vec4 cmp_batch = batch_cmp(len_xy, max(vec2(1e-6), vec2(vy.x, vx.x)));
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float w = dot(cmp_softz, cmp_batch.xy) + (cmp_batch.z * cmp_batch.w) * 2.0;
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accum += saturate(textureLod(ShadedScene, tc, 0).xyz) * w;
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weight_accum += w;
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}
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result = max(vec3(0.0), accum / max(0.001, weight_accum));
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}
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