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

effect_velocity_resolve_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d927fd78d30df93d3e645b1b2e9ce7cc70fb7be2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

uniform mat4 prevViewProjMatrix;
uniform mat4 currViewProjMatrixInv;
uniform mat4 nextViewProjMatrix;

out vec4 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(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;

  outData.xy = uv_prev - uv;
  outData.zw = uv_next - uv;

  /* Encode to unsigned normalized 16bit texture. */
  outData = outData * 0.5 + 0.5;
}