/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2014 Robert Beckebans 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 . 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 "renderprogs/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 = 0.0; float samples = rpOverbright.x; for ( float i = 0.0 ; i < samples ; i = i + 1.0 ) { float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1.0 ) ) - 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 ); }