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