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

72 lines
2.6 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
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "motion_blur.inc.glsl"
uniform sampler2D TileMinMax;
out vec2 result;
// Based on:
// http://graphics.cs.williams.edu/papers/MotionBlurI3D12/
void main() {
ivec2 tile = ivec2(gl_FragCoord.xy);
ivec2 screen_coord = tile * tile_size;
ivec2 max_tiles = textureSize(TileMinMax, 0) - 1;
vec2 max_velocity = vec2(0.0);
float largest_magnitude = -1.0;
const int filter_size = 2;
for (int x = -filter_size; x <= filter_size; ++x) {
for (int y = -filter_size; y <= filter_size; ++y) {
ivec2 neighbor_coord = clamp(tile + ivec2(x, y), ivec2(0), ivec2(max_tiles));
vec2 vmax_neighbor = texelFetch(TileMinMax, neighbor_coord, 0).xy;
float magnitude_neighbor = dot(vmax_neighbor, vmax_neighbor);
if (magnitude_neighbor > largest_magnitude) {
vec2 direction_of_velocity = vmax_neighbor;
int displacement = abs(x) + abs(y);
ivec2 point = ivec2(sign(vec2(x, y) * direction_of_velocity));
float dist = point.x + point.y;
if (abs(dist) == displacement) {
max_velocity = vmax_neighbor;
largest_magnitude = magnitude_neighbor;
}
}
}
}
result = max_velocity;
}