Mimic previous motion blur behavior
Depending on zypper + mask on center.
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@ -80,7 +80,7 @@ void main()
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blur_factor *= boost_amount;
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blur_factor *= boost_amount;
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// Scale the blur direction
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// Scale the blur direction
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blur_dir *= boost_amount;
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blur_dir *= blur_factor;
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// Compute the blur
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// Compute the blur
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vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
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vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
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@ -612,7 +612,7 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::MotionBlurShader
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FullScreenShader::MotionBlurShader
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::setUniforms(.1, // Todo : should be framerate dependent
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::setUniforms(cb->getBoostTime(0) * 10, // Todo : should be framerate dependent
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// Todo : use a previousPVMatrix per cam, not global
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// Todo : use a previousPVMatrix per cam, not global
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irr_driver->getPreviousPVMatrix(),
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irr_driver->getPreviousPVMatrix(),
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cb->getCenter(cam),
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cb->getCenter(cam),
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