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