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authorClément Foucault <foucault.clem@gmail.com>2018-04-20 19:18:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-20 19:29:33 +0300
commite2613e4051d501c8b553d781cb63d06735968f91 (patch)
treebed7313216d92c4c3093bf2b0ef6d8740705253c /source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
parent358dfe6ac9f22eb59302f5a04b14b75beadf064c (diff)
Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector texture. This is not yet used for rendering but will be usefull for motion blur and temporal reprojection.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
new file mode 100644
index 00000000000..9c118277212
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -0,0 +1,19 @@
+
+uniform mat4 currPersinv;
+uniform mat4 pastPersmat;
+
+out vec2 outData;
+
+void main()
+{
+ /* Extract pixel motion vector from camera movement. */
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
+
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+
+ vec3 world_position = project_point(currPersinv, vec3(uv, depth) * 2.0 - 1.0);
+ vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
+
+ outData = uv - uv_history;
+}