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
|
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "eevee_defines.hh"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Surface Velocity
*
* Combined with the depth prepass shader.
* Outputs the view motion vectors for animated objects.
* \{ */
/* Pass world space deltas to the fragment shader.
* This is to make sure that the resulting motion vectors are valid even with displacement. */
GPU_SHADER_INTERFACE_INFO(eevee_velocity_surface_iface, "motion")
.smooth(Type::VEC3, "prev")
.smooth(Type::VEC3, "next");
GPU_SHADER_CREATE_INFO(eevee_velocity_camera)
.define("VELOCITY_CAMERA")
.uniform_buf(VELOCITY_CAMERA_PREV_BUF, "CameraData", "camera_prev")
.uniform_buf(VELOCITY_CAMERA_CURR_BUF, "CameraData", "camera_curr")
.uniform_buf(VELOCITY_CAMERA_NEXT_BUF, "CameraData", "camera_next");
GPU_SHADER_CREATE_INFO(eevee_velocity_geom)
.define("MAT_VELOCITY")
.storage_buf(VELOCITY_OBJ_PREV_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_prev_buf[]")
.storage_buf(VELOCITY_OBJ_NEXT_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_next_buf[]")
.storage_buf(VELOCITY_GEO_PREV_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_prev_buf[]")
.storage_buf(VELOCITY_GEO_NEXT_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_next_buf[]")
.storage_buf(VELOCITY_INDIRECTION_BUF_SLOT,
Qualifier::READ,
"VelocityIndex",
"velocity_indirection_buf[]")
.vertex_out(eevee_velocity_surface_iface)
.fragment_out(0, Type::VEC4, "out_velocity")
.additional_info("eevee_velocity_camera");
/** \} */
|