motionBlur.pixel (3492B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #include "global.inc" 30 31 uniform sampler2D samp0 : register(s0); // view color 32 uniform sampler2D samp1 : register(s1); // view depth 33 34 struct PS_IN { 35 float2 texcoord0 : TEXCOORD0_centroid; 36 }; 37 38 struct PS_OUT { 39 float4 color : COLOR; 40 }; 41 42 void main( PS_IN fragment, out PS_OUT result ) { 43 #if 0 44 if ( fragment.texcoord0.x < 0.5 ) { 45 // only draw on half the screen for comparison 46 discard; 47 } 48 #endif 49 // don't motion blur the hands, which were drawn with alpha = 0 50 if ( tex2D( samp0, fragment.texcoord0 ).w == 0.0 ) { 51 discard; 52 } 53 54 // derive clip space from the depth buffer and screen position 55 float windowZ = tex2D( samp1, fragment.texcoord0 ).x; 56 float3 ndc = float3( fragment.texcoord0 * 2.0 - 1.0, windowZ * 2.0 - 1.0 ); 57 float clipW = -rpProjectionMatrixZ.w / ( -rpProjectionMatrixZ.z - ndc.z ); 58 59 float4 clip = float4( ndc * clipW, clipW ); 60 61 // convert from clip space this frame to clip space previous frame 62 float4 reClip; 63 reClip.x = dot( rpMVPmatrixX, clip ); 64 reClip.y = dot( rpMVPmatrixY, clip ); 65 reClip.z = dot( rpMVPmatrixZ, clip ); 66 reClip.w = dot( rpMVPmatrixW, clip ); 67 68 // convert to NDC values 69 float2 prevTexCoord; 70 prevTexCoord.x = ( reClip.x / reClip.w ) * 0.5 + 0.5; 71 prevTexCoord.y = ( reClip.y / reClip.w ) * 0.5 + 0.5; 72 73 // sample along the line from prevTexCoord to fragment.texcoord0 74 75 float2 texCoord = prevTexCoord; //fragment.texcoord0; 76 float2 delta = ( fragment.texcoord0 - prevTexCoord ); 77 78 float3 sum = float3( 0.0 ); 79 float goodSamples = 0; 80 float samples = rpOverbright.x; 81 82 for ( float i = 0 ; i < samples ; i = i + 1 ) { 83 float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1 ) ) - 0.5 ); 84 float4 color = tex2D( samp0, pos ); 85 // only take the values that are not part of the weapon 86 sum += color.xyz * color.w; 87 goodSamples += color.w; 88 } 89 float invScale = 1.0 / goodSamples; 90 91 result.color = float4( sum * invScale, 1.0 ); 92 }