EG/RenderPipelineFile/rpplugins/motion_blur/shader/camera_motion_blur.frag.glsl
2025-12-12 16:16:15 +08:00

112 lines
4.1 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
#define USE_GBUFFER_EXTENSIONS
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "includes/noise.inc.glsl"
#pragma optionNV (unroll all)
#if GET_SETTING(motion_blur, enable_object_blur)
uniform sampler2D SourceTex;
#define SOURCE SourceTex
#else
uniform sampler2D ShadedScene;
#define SOURCE ShadedScene
#endif
uniform sampler2D CombinedVelocity;
out vec3 result;
const int num_samples = GET_SETTING(motion_blur, num_camera_samples) * 2;
float max_velocity = 70.0 / WINDOW_WIDTH;
float min_velocity = 0.5 / WINDOW_WIDTH;
void main() {
vec2 texcoord = get_texcoord();
ivec2 coord = ivec2(gl_FragCoord.xy);
#if DEBUG_MODE
result = textureLod(SOURCE, texcoord, 0).xyz;
return;
#endif
// Reconstruct last frame texcoord
vec2 film_offset_bias = MainSceneData.current_film_offset * vec2(1.0, 1.0 / ASPECT_RATIO);
vec3 pos = get_world_pos_at(texcoord - film_offset_bias);
vec4 last_proj = MainSceneData.last_view_proj_mat_no_jitter * vec4(pos, 1);
vec2 last_coord = fma(last_proj.xy / last_proj.w, vec2(0.5), vec2(0.5));
// Compute velocity in screen space
vec2 velocity = last_coord - texcoord;
// Make sure that when we have low-fps, we reduce motion blur, and when we
// have higher fps, we increase it - this way it perceptually always stays
// the same (otherwise it feels really laggy at low FPS)
const float target_fps = 60.0;
velocity *= (1.0 / target_fps) / MainSceneData.frame_delta;
velocity *= GET_SETTING(motion_blur, camera_blur_factor);
float velocity_len = length(velocity);
// We can abort early when no velocity is present
if (velocity_len < min_velocity) {
result = textureLod(SOURCE, texcoord, 0).xyz;
return;
}
if (velocity_len > max_velocity) {
float scale_factor = max_velocity / velocity_len;
velocity *= scale_factor;
velocity_len *= scale_factor;
}
// Weight the center sample by a small bit to make sure we always have a weight.
// However, we don't weight it too much to make the blur not look weird.
float weights = 1e-3;
vec3 accum = textureLod(SOURCE, texcoord, 0).xyz * weights;
float jitter = rand(texcoord);
// Blur in both directions
for (int i = -num_samples + 1; i < num_samples; ++i) {
vec2 offs = (i + 0.5 * jitter) / float(num_samples) * velocity;
// Prevent bleeding when rotating - that is, objects moving into different directions
vec2 sample_velocity = textureLod(CombinedVelocity, texcoord + offs, 0).xy;
float weight = saturate(dot(sample_velocity, velocity) * WINDOW_WIDTH * 3);
accum += textureLod(SOURCE, texcoord + offs, 0).xyz * weight;
weights += weight;
}
accum /= weights;
result = max(vec3(0.0), accum);
}