//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #include "./postFx.hlsl" #include "../torque.hlsl" #include "../shaderModelAutoGen.hlsl" uniform float4x4 matPrevScreenToWorld; uniform float4x4 matWorldToScreen; // Passed in from setShaderConsts() uniform float velocityMultiplier; TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1); float4 main(PFXVertToPix IN) : TORQUE_TARGET0 { float samples = 5; // First get the prepass texture for uv channel 0 float4 prepass = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ); // Next extract the depth float depth = prepass.a; // Create the screen position float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1); // Calculate the world position float4 D = mul(screenPos, matWorldToScreen); float4 worldPos = D / D.w; // Now calculate the previous screen position float4 previousPos = mul( worldPos, matPrevScreenToWorld ); previousPos /= previousPos.w; // Calculate the XY velocity float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy; // Generate the motion blur float4 color = TORQUE_TEX2D(backBuffer, IN.uv0); IN.uv0 += velocity; for(int i = 1; i