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
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
|
/**
* Fullscreen pass that compute motion vector for static geometry.
* Animated geometry has already written correct motion vectors.
*/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
#define is_valid_output(img_) (imageSize(img_).x > 1)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
vec4 motion = imageLoad(velocity_view_img, texel);
bool pixel_has_valid_motion = (motion.x != VELOCITY_INVALID);
float depth = texelFetch(depth_tx, texel, 0).r;
bool is_background = (depth == 1.0f);
vec2 uv = vec2(texel) * drw_view.viewport_size_inverse;
vec3 P_next, P_prev, P_curr;
if (pixel_has_valid_motion) {
/* Animated geometry. View motion already computed during prepass. Convert only to camera. */
// P_prev = get_world_space_from_depth(uv + motion.xy, 0.5);
// P_curr = get_world_space_from_depth(uv, 0.5);
// P_next = get_world_space_from_depth(uv + motion.zw, 0.5);
return;
}
else 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));
vec3 V = transform_direction(ViewMatrixInverse, vV);
/* Background has no motion under camera translation. Translate view vector with the camera. */
/* WATCH(fclem): Might create precision issues. */
P_next = camera_next.viewinv[3].xyz + V;
P_curr = camera_curr.viewinv[3].xyz + V;
P_prev = camera_prev.viewinv[3].xyz + V;
}
else {
/* Static geometry. No translation in world space. */
P_curr = get_world_space_from_depth(uv, depth);
P_prev = P_curr;
P_next = P_curr;
}
vec4 vel_camera, vel_view;
velocity_camera(P_prev, P_curr, P_next, vel_camera, vel_view);
if (in_texture_range(texel, depth_tx)) {
imageStore(velocity_view_img, texel, vel_view);
if (is_valid_output(velocity_camera_img)) {
imageStore(velocity_camera_img, texel, vel_camera);
}
}
}
|