diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-11-05 19:57:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-11-05 20:00:27 +0300 |
commit | aae60f0fecf74c93d8c6e8a5e33ffd4fb6c76a3a (patch) | |
tree | ea3d92528c40431d6a70cc678c4a64948eabca30 /source/blender | |
parent | 15eec7f8b985852219e842ef434f80b6cf9ed165 (diff) |
Fix T81752 EEVEE: Camera Motion Blur is not blending steps properly
This was due to improper calculation of velocity factor and an
error in the camera data swapping between two steps.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_motion_blur.c | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl | 15 |
2 files changed, 10 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index f60c2661cb0..fe3705f1fbb 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -490,7 +490,7 @@ void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata) BLI_assert((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0); /* Camera Data. */ - effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_CURR]; + effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_NEXT]; /* Object Data. */ for (BLI_ghashIterator_init(&ghi, effects->motion_blur.object); 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 index 145939cefb2..9182171bab4 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl @@ -13,16 +13,19 @@ 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); + vec2 uv_curr = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy); float depth = texelFetch(depthBuffer, texel, 0).r; - vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv, depth) * 2.0 - 1.0); - vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy * 0.5 + 0.5; - vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy * 0.5 + 0.5; + uv_curr = uv_curr * 2.0 - 1.0; + depth = depth * 2.0 - 1.0; - outData.xy = uv_prev - uv; - outData.zw = uv_next - uv; + vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv_curr, depth)); + vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy; + vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy; + + outData.xy = uv_prev - uv_curr; + outData.zw = uv_next - uv_curr; /* Encode to unsigned normalized 16bit texture. */ outData = outData * 0.5 + 0.5; |