doom3-bfg/base/renderprogs/motionBlur.pixel

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
uniform sampler2D samp0 : register(s0); // view color
uniform sampler2D samp1 : register(s1); // view depth
struct PS_IN {
float2 texcoord0 : TEXCOORD0_centroid;
};
struct PS_OUT {
float4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
#if 0
if ( fragment.texcoord0.x < 0.5 ) {
// only draw on half the screen for comparison
discard;
}
#endif
// don't motion blur the hands, which were drawn with alpha = 0
if ( tex2D( samp0, fragment.texcoord0 ).w == 0.0 ) {
discard;
}
// derive clip space from the depth buffer and screen position
float windowZ = tex2D( samp1, fragment.texcoord0 ).x;
float3 ndc = float3( fragment.texcoord0 * 2.0 - 1.0, windowZ * 2.0 - 1.0 );
float clipW = -rpProjectionMatrixZ.w / ( -rpProjectionMatrixZ.z - ndc.z );
float4 clip = float4( ndc * clipW, clipW );
// convert from clip space this frame to clip space previous frame
float4 reClip;
reClip.x = dot( rpMVPmatrixX, clip );
reClip.y = dot( rpMVPmatrixY, clip );
reClip.z = dot( rpMVPmatrixZ, clip );
reClip.w = dot( rpMVPmatrixW, clip );
// convert to NDC values
float2 prevTexCoord;
prevTexCoord.x = ( reClip.x / reClip.w ) * 0.5 + 0.5;
prevTexCoord.y = ( reClip.y / reClip.w ) * 0.5 + 0.5;
// sample along the line from prevTexCoord to fragment.texcoord0
float2 texCoord = prevTexCoord; //fragment.texcoord0;
float2 delta = ( fragment.texcoord0 - prevTexCoord );
float3 sum = float3( 0.0 );
float goodSamples = 0;
float samples = rpOverbright.x;
for ( float i = 0 ; i < samples ; i = i + 1 ) {
float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1 ) ) - 0.5 );
float4 color = tex2D( samp0, pos );
// only take the values that are not part of the weapon
sum += color.xyz * color.w;
goodSamples += color.w;
}
float invScale = 1.0 / goodSamples;
result.color = float4( sum * invScale, 1.0 );
}