stk-code_catmod/data/shaders/motion_blur.frag
2014-01-19 19:31:00 +01:00

88 lines
2.7 KiB
GLSL

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// motion_blur.frag
// The actual boost amount (which linearly scales the blur to be shown).
// should be in the range [0.0, 1.0], though a larger value might make
// the blurring too string. Atm we are using [0, 0.5].
#version 130
uniform float boost_amount;
// The color buffer to use.
uniform sampler2D color_buffer;
// Center (in texture coordinates) at which the kart is. A small circle
// around this center is not blurred (see mask_radius below)
uniform vec2 center;
// The direction to which the blurring aims at
uniform vec2 direction;
// Radius of mask around the character in which no blurring happens
// so that the kart doesn't get blurred.
uniform float mask_radius;
// Maximum height of texture used
uniform float max_tex_height;
out vec4 FragColor;
// Number of samples used for blurring
#define NB_SAMPLES 8
void main()
{
vec2 texcoords = gl_TexCoord[0].st;
// Sample the color buffer
vec3 color = texture(color_buffer, texcoords).rgb;
// Compute the blur direction.
// IMPORTANT: we don't normalize it so that it avoids a glitch around 'center',
// plus it naturally scales the motion blur in a cool way :)
vec2 blur_dir = direction - texcoords;
// Compute the blurring factor:
// - apply the mask, i.e. no blurring in a small circle around the kart
float blur_factor = max(0.0, length(texcoords - center) - mask_radius);
// - avoid blurring the top of the screen
blur_factor *= (max_tex_height - texcoords.t);
// - apply the boost amount
blur_factor *= boost_amount;
// Scale the blur direction
blur_dir *= blur_factor;
// Compute the blur
vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
vec2 blur_texcoords = texcoords + inc_vec;
for(int i=1 ; i < NB_SAMPLES ; i++)
{
color += texture(color_buffer, blur_texcoords).rgb;
blur_texcoords += inc_vec;
}
color /= vec3(NB_SAMPLES);
FragColor = vec4(color, 1.0);
// Keep this commented line for debugging:
//FragColor = vec4(blur_factor, blur_factor, blur_factor, 0.0);
}