stk-code_catmod/data/shaders/motion_blur.frag
Vincent Lejeune ac55a70c83 Mimic previous motion blur behavior
Depending on zypper + mask on center.
2014-07-09 02:29:49 +02:00

96 lines
3.1 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].
uniform float boost_amount;
// The color buffer to use.
uniform sampler2D color_buffer;
uniform sampler2D dtex;
// 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;
// Radius of mask around the character in which no blurring happens
// so that the kart doesn't get blurred.
uniform float mask_radius;
uniform mat4 previous_viewproj;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
out vec4 FragColor;
// Number of samples used for blurring
#define NB_SAMPLES 8
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 texcoords = gl_FragCoord.xy / screen;
// Sample the color buffer
vec3 color = texture(color_buffer, texcoords).rgb;
float z = texture(dtex, texcoords).x;
vec4 ViewPos = getPosFromUVDepth(vec3(texcoords, z), InverseProjectionMatrix);
vec4 OldScreenPos = previous_viewproj * InverseViewMatrix * ViewPos;
OldScreenPos /= OldScreenPos.w;
OldScreenPos = .5 * OldScreenPos + .5;
// 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 = texcoords - OldScreenPos.xy;
// 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);
// - 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 * NB_SAMPLES / 2;
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);
}