Torque3D/Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl
2016-03-20 21:50:21 +10:00

70 lines
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2.6 KiB
HLSL

//-----------------------------------------------------------------------------
// 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<samples; ++i, IN.uv0 += velocity)
{
float4 currentColor = TORQUE_TEX2D(backBuffer, IN.uv0);
color += currentColor;
}
return color / samples;
}