diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl | 61 |
1 files changed, 30 insertions, 31 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index 73e284570cd..b7935235d06 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -2,7 +2,6 @@ uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; - /* current frame */ uniform mat4 currInvViewProjMatrix; @@ -19,47 +18,47 @@ uniform int samples; float wang_hash_noise(uint s) { - uint seed = (uint(gl_FragCoord.x) * 1664525u + uint(gl_FragCoord.y)) + s; + uint seed = (uint(gl_FragCoord.x) * 1664525u + uint(gl_FragCoord.y)) + s; - seed = (seed ^ 61u) ^ (seed >> 16u); - seed *= 9u; - seed = seed ^ (seed >> 4u); - seed *= 0x27d4eb2du; - seed = seed ^ (seed >> 15u); + seed = (seed ^ 61u) ^ (seed >> 16u); + seed *= 9u; + seed = seed ^ (seed >> 4u); + seed *= 0x27d4eb2du; + seed = seed ^ (seed >> 15u); - float value = float(seed); - value *= 1.0 / 4294967296.0; - return fract(value); + float value = float(seed); + value *= 1.0 / 4294967296.0; + return fract(value); } void main() { - vec3 ndc_pos; - ndc_pos.xy = uvcoordsvar.xy; - ndc_pos.z = texture(depthBuffer, uvcoordsvar.xy).x; + vec3 ndc_pos; + ndc_pos.xy = uvcoordsvar.xy; + ndc_pos.z = texture(depthBuffer, uvcoordsvar.xy).x; - float inv_samples = 1.0 / float(samples); - float noise = 2.0 * wang_hash_noise(0u) * inv_samples; + float inv_samples = 1.0 / float(samples); + float noise = 2.0 * wang_hash_noise(0u) * inv_samples; - /* Normalize Device Coordinates are [-1, +1]. */ - ndc_pos = ndc_pos * 2.0 - 1.0; + /* Normalize Device Coordinates are [-1, +1]. */ + ndc_pos = ndc_pos * 2.0 - 1.0; - vec4 p = currInvViewProjMatrix * vec4(ndc_pos, 1.0); - vec3 world_pos = p.xyz / p.w; /* Perspective divide */ + vec4 p = currInvViewProjMatrix * vec4(ndc_pos, 1.0); + vec3 world_pos = p.xyz / p.w; /* Perspective divide */ - /* Now find where was this pixel position - * inside the past camera viewport */ - vec4 old_ndc = pastViewProjMatrix * vec4(world_pos, 1.0); - old_ndc.xyz /= old_ndc.w; /* Perspective divide */ + /* Now find where was this pixel position + * inside the past camera viewport */ + vec4 old_ndc = pastViewProjMatrix * vec4(world_pos, 1.0); + old_ndc.xyz /= old_ndc.w; /* Perspective divide */ - vec2 motion = (ndc_pos.xy - old_ndc.xy) * 0.25; /* 0.25 fit cycles ref */ + vec2 motion = (ndc_pos.xy - old_ndc.xy) * 0.25; /* 0.25 fit cycles ref */ - float inc = 2.0 * inv_samples; - float i = -1.0 + noise; + float inc = 2.0 * inv_samples; + float i = -1.0 + noise; - FragColor = vec4(0.0); - for (int j = 0; j < samples && j < MAX_SAMPLE; j++) { - FragColor += textureLod(colorBuffer, uvcoordsvar.xy + motion * i, 0.0) * inv_samples; - i += inc; - } + FragColor = vec4(0.0); + for (int j = 0; j < samples && j < MAX_SAMPLE; j++) { + FragColor += textureLod(colorBuffer, uvcoordsvar.xy + motion * i, 0.0) * inv_samples; + i += inc; + } } |