mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
70 lines
No EOL
2.6 KiB
HLSL
70 lines
No EOL
2.6 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.hlsl"
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#include "../torque.hlsl"
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#include "../shaderModelAutoGen.hlsl"
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uniform float4x4 matPrevScreenToWorld;
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uniform float4x4 matWorldToScreen;
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// Passed in from setShaderConsts()
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uniform float velocityMultiplier;
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
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float4 main(PFXVertToPix IN) : TORQUE_TARGET0
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{
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float samples = 5;
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// First get the prepass texture for uv channel 0
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float4 prepass = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 );
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// Next extract the depth
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float depth = prepass.a;
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// Create the screen position
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float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1);
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// Calculate the world position
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float4 D = mul(screenPos, matWorldToScreen);
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float4 worldPos = D / D.w;
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// Now calculate the previous screen position
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float4 previousPos = mul( worldPos, matPrevScreenToWorld );
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previousPos /= previousPos.w;
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// Calculate the XY velocity
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float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy;
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// Generate the motion blur
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float4 color = TORQUE_TEX2D(backBuffer, IN.uv0);
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IN.uv0 += velocity;
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for(int i = 1; i<samples; ++i, IN.uv0 += velocity)
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{
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float4 currentColor = TORQUE_TEX2D(backBuffer, IN.uv0);
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color += currentColor;
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}
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return color / samples;
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} |