Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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.glsl65
1 files changed, 65 insertions, 0 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
new file mode 100644
index 00000000000..73e284570cd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
@@ -0,0 +1,65 @@
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+
+/* current frame */
+uniform mat4 currInvViewProjMatrix;
+
+/* past frame frame */
+uniform mat4 pastViewProjMatrix;
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+#define MAX_SAMPLE 64
+
+uniform int samples;
+
+float wang_hash_noise(uint 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);
+
+ 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;
+
+ 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;
+
+ 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 */
+
+ 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;
+
+ 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;
+ }
+}