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https://github.com/id-Software/DOOM-3-BFG.git
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93 lines
3.5 KiB
Text
93 lines
3.5 KiB
Text
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // view color
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uniform sampler2D samp1 : register(s1); // view depth
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struct PS_IN {
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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#if 0
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if ( fragment.texcoord0.x < 0.5 ) {
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// only draw on half the screen for comparison
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discard;
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}
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#endif
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// don't motion blur the hands, which were drawn with alpha = 0
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if ( tex2D( samp0, fragment.texcoord0 ).w == 0.0 ) {
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discard;
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}
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// derive clip space from the depth buffer and screen position
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float windowZ = tex2D( samp1, fragment.texcoord0 ).x;
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float3 ndc = float3( fragment.texcoord0 * 2.0 - 1.0, windowZ * 2.0 - 1.0 );
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float clipW = -rpProjectionMatrixZ.w / ( -rpProjectionMatrixZ.z - ndc.z );
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float4 clip = float4( ndc * clipW, clipW );
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// convert from clip space this frame to clip space previous frame
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float4 reClip;
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reClip.x = dot( rpMVPmatrixX, clip );
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reClip.y = dot( rpMVPmatrixY, clip );
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reClip.z = dot( rpMVPmatrixZ, clip );
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reClip.w = dot( rpMVPmatrixW, clip );
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// convert to NDC values
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float2 prevTexCoord;
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prevTexCoord.x = ( reClip.x / reClip.w ) * 0.5 + 0.5;
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prevTexCoord.y = ( reClip.y / reClip.w ) * 0.5 + 0.5;
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// sample along the line from prevTexCoord to fragment.texcoord0
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float2 texCoord = prevTexCoord; //fragment.texcoord0;
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float2 delta = ( fragment.texcoord0 - prevTexCoord );
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float3 sum = float3( 0.0 );
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float goodSamples = 0.0;
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float samples = rpOverbright.x;
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for ( float i = 0.0 ; i < samples ; i = i + 1.0 ) {
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float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1.0 ) ) - 0.5 );
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float4 color = tex2D( samp0, pos );
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// only take the values that are not part of the weapon
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sum += color.xyz * color.w;
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goodSamples += color.w;
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}
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float invScale = 1.0 / goodSamples;
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result.color = float4( sum * invScale, 1.0 );
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}
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