Added Post Processing, Improved UI a lot, Made File Explorer look nicer, Fixed up Raycast Selection, Added Placeholder Playmode Button, Added cameras, Organized Create menu in Inspector, Added outlines to selected objects, added view output for viewing cameras while in Playmode area.
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48
Resources/ThirdParty/MotionBlur/motionBlur_f.glsl
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48
Resources/ThirdParty/MotionBlur/motionBlur_f.glsl
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#version 330 core
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//Per-Object Motion Blur
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uniform sampler2D uTexInput; // texture we're blurring
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uniform sampler2D uTexVelocity; // velocity buffer
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in vec2 texture_coordinate;
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uniform float uVelocityScale; //currentFps / targetFps
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/*
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What's uVelocityScale? It's used to address the following problem:
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if the framerate is very high, velocity will be very small as the
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amount of motion in between frames will be low. Correspondingly, if
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the framerate is very low the motion between frames will be high
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and velocity will be much larger. This ties the blur size to the
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framerate, which is technically correct if you equate framrate with
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shutter speed, however is undesirable for realtime rendering where
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the framerate can vary. To fix it we need to cancel out the framerate
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*/
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int MAX_SAMPLES = 16; //32
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layout (location=0) out vec4 result;
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void main(void) {
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vec2 velocity = texture(uTexVelocity, texture_coordinate).rg * 2.0 - 1.0;
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velocity *= uVelocityScale;
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//get the size of on pixel (texel)
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vec2 texelSize = 1.0 / vec2(textureSize(uTexInput, 0));
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//mprove performance by adapting the number of samples according to the velocity
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float speed = length(velocity / texelSize);
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int nSamples = clamp(int(speed), 1, MAX_SAMPLES);
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result = vec4(0.0);
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velocity = normalize(velocity) * texelSize;
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float hlim = float(-nSamples) * 0.5 + 0.5;
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//the actual blurring of the current pixel
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vec2 offset;
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for (int i = 0; i < nSamples; ++i)
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{
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offset = velocity * (hlim + float(i));
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result += texture(uTexInput, texture_coordinate + offset);
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}
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//average the result
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result /= float(nSamples);
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}
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