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- // 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;
- 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);
- }
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