56 lines
2.1 KiB
GLSL
56 lines
2.1 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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#pragma once
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const int tile_size = GET_SETTING(motion_blur, tile_size);
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float blur_factor = GET_SETTING(motion_blur, blur_factor) * 0.5;
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float max_velocity_len = GET_SETTING(motion_blur, max_blur_radius) *
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tile_size / WINDOW_WIDTH * 0.2;
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const vec2 soft_depth_factor = vec2(10.0);
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vec2 adjust_velocity(vec2 velocity) {
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velocity *= blur_factor;
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// Make sure the velocity does not exceed the maximum length
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float vel_len = length(velocity);
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if (vel_len > max_velocity_len) {
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velocity *= max_velocity_len / vel_len;
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}
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return velocity;
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}
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vec2 soft_depth_cmp(vec2 z0, vec2 z1)
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{
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return saturate(fma(z0, soft_depth_factor, vec2(1.0)) - z1 * soft_depth_factor);
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}
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vec4 batch_cmp(float len_xy_sq, vec2 velocities)
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{
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return saturate(vec4((1 - len_xy_sq / (velocities.xyxy)) + vec4(0.0, 0.0, 0.95, 0.95)));
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}
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