39 lines
1.0 KiB
C
39 lines
1.0 KiB
C
#ifndef MBLUR_H
|
|
#define MBLUR_H
|
|
|
|
#ifndef USE_MBLUR
|
|
float3 mblur (float2 UV, float3 pos, float3 c_original) { return c_original; }
|
|
#else
|
|
|
|
#include "common.h"
|
|
#include "slb_motion_blur.h"
|
|
|
|
////////////////////////////////////////
|
|
float4x4 m_current; //Current projection matrix
|
|
float4x4 m_previous; //Previous projection matrix
|
|
float2 m_blur;
|
|
////////////////////////////////////////
|
|
|
|
float3 mblur(float2 UV, float3 pos, float3 img)
|
|
{
|
|
//Fix sky ghosting caused by infinite depth value (KD)
|
|
pos.z = is_sky(pos.z) > 0.5 ? 10000.0 : pos.z;
|
|
|
|
//Sample position buffer
|
|
float4 pos4 = float4(pos, 1.0);
|
|
|
|
//Get current texture coordinates
|
|
float4 p_current = mul(m_current, pos4);
|
|
float2 current_tc = p_current.xy /= p_current.w;
|
|
|
|
//Get previous texture coordinates
|
|
float4 p_previous = mul(m_previous, pos4);
|
|
float2 previous_tc = p_previous.xy / p_previous.w;
|
|
|
|
//Get velocity (multiplied with motion blur intensity)
|
|
float2 p_velocity = (current_tc - previous_tc) * m_blur;
|
|
|
|
return SLB_MBlur(UV, pos, img, p_velocity, 0);
|
|
}
|
|
#endif
|
|
#endif |