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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl)
#ifdef VELOCITY_CAMERA
vec4 velocity_pack(vec4 data)
{
return data * 0.01;
}
vec4 velocity_unpack(vec4 data)
{
return data * 100.0;
}
/**
* Given a triple of position, compute the previous and next motion vectors.
* Returns uv space motion vectors in pairs (motion_prev.xy, motion_next.xy).
*/
vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt)
{
/* NOTE: We don't use the drw_view.persmat to avoid adding the TAA jitter to the velocity. */
vec2 prev_uv = project_point(camera_prev.persmat, P_prv).xy;
vec2 curr_uv = project_point(camera_curr.persmat, P).xy;
vec2 next_uv = project_point(camera_next.persmat, P_nxt).xy;
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;
return motion;
}
/**
* Given a view space view vector \a vV, compute the previous and next motion vectors for
* background pixels.
* Returns uv space motion vectors in pairs (motion_prev.xy, motion_next.xy).
*/
vec4 velocity_background(vec3 vV)
{
/* Only transform direction to avoid loosing precision. */
vec3 V = transform_direction(camera_curr.viewinv, vV);
/* NOTE: We don't use the drw_view.winmat to avoid adding the TAA jitter to the velocity. */
vec2 prev_uv = project_point(camera_prev.winmat, V).xy;
vec2 curr_uv = project_point(camera_curr.winmat, V).xy;
vec2 next_uv = project_point(camera_next.winmat, V).xy;
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;
return motion;
}
/**
* Load and resolve correct velocity as some pixels might still not have correct
* motion data for performance reasons.
*/
vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth)
{
vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(vector_tx, 0).xy);
vec4 vector = texelFetch(vector_tx, texel, 0);
if (vector.x == VELOCITY_INVALID) {
bool is_background = (depth == 1.0);
if (is_background) {
/* NOTE: Use viewCameraVec to avoid imprecision if camera is far from origin. */
vec3 vV = viewCameraVec(get_view_space_from_depth(uv, 1.0));
return velocity_background(vV);
}
else {
/* Static geometry. No translation in world space. */
vec3 P = get_world_space_from_depth(uv, depth);
return velocity_surface(P, P, P);
}
}
return velocity_unpack(vector);
}
#endif
#ifdef MAT_VELOCITY
/**
* Given a triple of position, compute the previous and next motion vectors.
* Returns a tuple of world space motion deltas.
*/
void velocity_local_pos_get(vec3 lP, int vert_id, out vec3 lP_prev, out vec3 lP_next)
{
VelocityIndex vel = velocity_indirection_buf[resource_id];
lP_next = lP_prev = lP;
if (vel.geo.do_deform) {
if (vel.geo.ofs[STEP_PREVIOUS] != -1) {
lP_prev = velocity_geo_prev_buf[vel.geo.ofs[STEP_PREVIOUS] + vert_id].xyz;
}
if (vel.geo.ofs[STEP_NEXT] != -1) {
lP_next = velocity_geo_next_buf[vel.geo.ofs[STEP_NEXT] + vert_id].xyz;
}
}
}
/**
* Given a triple of position, compute the previous and next motion vectors.
* Returns a tuple of world space motion deltas.
*/
void velocity_vertex(
vec3 lP_prev, vec3 lP, vec3 lP_next, out vec3 motion_prev, out vec3 motion_next)
{
VelocityIndex vel = velocity_indirection_buf[resource_id];
mat4 obmat_prev = velocity_obj_prev_buf[vel.obj.ofs[STEP_PREVIOUS]];
mat4 obmat_next = velocity_obj_next_buf[vel.obj.ofs[STEP_NEXT]];
vec3 P_prev = transform_point(obmat_prev, lP_prev);
vec3 P_next = transform_point(obmat_next, lP_next);
vec3 P = transform_point(ModelMatrix, lP);
motion_prev = P_prev - P;
motion_next = P_next - P;
}
#endif
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