/* =========================================================================== Copyright (C) 2024 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // outputs motion vectors for objects infinitely far away #include "common.hlsli" #include "fullscreen.hlsli" #include "scene_view.h.hlsli" float2 ps(VOut input) : SV_Target { SceneView scene = GetSceneView(); // we need the position to match for perfect translation invariance matrix prevViewMatrix = scene.prevViewMatrix; prevViewMatrix[0][3] = scene.viewMatrix[0][3]; prevViewMatrix[1][3] = scene.viewMatrix[1][3]; prevViewMatrix[2][3] = scene.viewMatrix[2][3]; float2 currNDC = TCToNDC(input.texCoords.xy); float4 currPointNDC = float4(currNDC, 0, 1); float4 pointWSw = mul(scene.invViewMatrix, mul(scene.invProjectionMatrix, currPointNDC)); float4 pointWS = pointWSw / pointWSw.w; float4 prevPointNDC = mul(scene.prevProjectionMatrix, mul(prevViewMatrix, pointWS)); float2 prevNDC = prevPointNDC.xy / prevPointNDC.w; float2 motionTC = NDCToTC(currNDC) - NDCToTC(prevNDC); return motionTC; }