Files
Modularity/Resources/ThirdParty/MotionBlur/motionBlur_f.glsl

48 lines
1.6 KiB
GLSL

#version 330 core
//Per-Object Motion Blur
uniform sampler2D uTexInput; // texture we're blurring
uniform sampler2D uTexVelocity; // velocity buffer
in vec2 texture_coordinate;
uniform float uVelocityScale; //currentFps / targetFps
/*
What's uVelocityScale? It's used to address the following problem:
if the framerate is very high, velocity will be very small as the
amount of motion in between frames will be low. Correspondingly, if
the framerate is very low the motion between frames will be high
and velocity will be much larger. This ties the blur size to the
framerate, which is technically correct if you equate framrate with
shutter speed, however is undesirable for realtime rendering where
the framerate can vary. To fix it we need to cancel out the framerate
*/
int MAX_SAMPLES = 16; //32
layout (location=0) out vec4 result;
void main(void) {
vec2 velocity = texture(uTexVelocity, texture_coordinate).rg * 2.0 - 1.0;
velocity *= uVelocityScale;
//get the size of on pixel (texel)
vec2 texelSize = 1.0 / vec2(textureSize(uTexInput, 0));
//mprove performance by adapting the number of samples according to the velocity
float speed = length(velocity / texelSize);
int nSamples = clamp(int(speed), 1, MAX_SAMPLES);
result = vec4(0.0);
velocity = normalize(velocity) * texelSize;
float hlim = float(-nSamples) * 0.5 + 0.5;
//the actual blurring of the current pixel
vec2 offset;
for (int i = 0; i < nSamples; ++i)
{
offset = velocity * (hlim + float(i));
result += texture(uTexInput, texture_coordinate + offset);
}
//average the result
result /= float(nSamples);
}