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maszyna/shaders/postfx_motionblur.frag
2018-07-23 01:22:36 +02:00

31 lines
734 B
GLSL

#version 330 core
in vec2 f_coords;
#texture (color_tex, 0, RGB)
uniform sampler2D color_tex;
#texture (velocity_tex, 1, RG)
uniform sampler2D velocity_tex;
#include <common>
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(color_tex, 0));
vec2 velocity = texture(velocity_tex, f_coords).rg * param[0].r;
float speed = length(velocity / texelSize);
int nSamples = clamp(int(speed), 1, 64);
vec4 oResult = texture(color_tex, f_coords);
for (int i = 1; i < nSamples; ++i)
{
vec2 offset = velocity * (float(i) / float(nSamples - 1) - 0.5);
oResult += texture(color_tex, f_coords + offset);
}
oResult /= float(nSamples);
gl_FragData[0] = oResult;
}