stk-code_catmod/data/shaders/motion_blur.frag
curaga 2d50b47f56 Shader space cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12881 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-18 14:35:29 +00:00

75 lines
2.1 KiB
GLSL

// 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].
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;
// Number of samples used for blurring
#define NB_SAMPLES 12
void main()
{
vec2 texcoords = gl_TexCoord[0].st;
// Sample the color buffer
vec3 color = texture2D(color_buffer, texcoords).rgb;
// If no motion blur is needed, don't do any of the blur computation,
// just return the color from the texture.
if(boost_amount==0.0)
{
gl_FragColor = vec4(color, 1.0);
return;
}
// 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 += texture2D(color_buffer, blur_texcoords).rgb;
blur_texcoords += inc_vec;
}
color /= vec3(NB_SAMPLES);
gl_FragColor = vec4(color, 1.0);
// Keep this commented line for debugging:
//gl_FragColor = vec4(blur_factor, blur_factor, blur_factor, 0.0);
}