Java-Gaming.org Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (804)
Games in Android Showcase (239)
games submitted by our members
Games in WIP (868)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
  JavaGaming.org - Pastebin



Author: theagentd (posted 2014-10-25 15:46:29, viewed 466 times)

1   2   3   4   5   6   7   8   9   10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   31   32   33   34   35   36   37   38   39   40   41   42   43   44   45   46   47   48   49   50   51   52   53   54   55   56   57   58   59   60   61   62   63   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86   87   88   89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104  
#version 150

#define MOTION_BLUR_SAMPLES 16


vec2 depthCompare(float centerDepth, float sampleDepth, float depthScale){
   return clamp(0.5 + vec2(depthScale, -depthScale) * (sampleDepth - centerDepth), 0.0, 1.0);
}

vec2 spreadCompare(float centerSpread, float sampleSpread, float spreadOffset){
   return clamp(vec2(centerSpread, sampleSpread) - spreadOffset + 1.0, 0.0, 1.0);
}

vec4 motionBlurSample(vec2 sampleOffset, float centerDepth, float centerSpread, float spreadOffset){
   ivec2 sampleCoords = ivec2(gl_FragCoord.xy + sampleOffset);

   vec2 s = texelFetch(linearDepthMVBuffer, sampleCoords, 0).xy; //Packed texture which contains linear depth in red and motion vector length in y.
   
   float sampleDepth = s.x;
   float sampleSpread = s.y;
   
   vec2 depthWeight = depthCompare(centerDepth, sampleDepth, 10.0);
   vec2 spreadWeight = spreadCompare(centerSpread, sampleSpread, spreadOffset);
   
   vec3 color = texelFetch(colorBuffer, sampleCoords, 0).rgb;
   
   return vec4(color, 1.0) * dot(depthWeight, spreadWeight);
}

#pragma optionNV(unroll all)
vec4 computeMotionBlur(float centerDepth){
   

   vec2 dmv = texture(dmvBuffer, texCoords).xy;
   float dmvLength = max(abs(dmv.x), abs(dmv.y));
   
   vec2 centerMotionVector = clampVector(getVector(texCoords));
   float centerLength = max(abs(centerMotionVector.x), abs(centerMotionVector.y));
   
   bool isOptimized = dmv == vec2(2048, 2048); //= signal from dithering shader that this tile has coherent motion vector lengths
   
   if(dmvLength < 0.5 || (isOptimized && centerLength < 0.5)){
      return vec4(0, 0, 0, 1); //Early exit
   }

   float jitter = 0.25 + fract(dot(gl_FragCoord.xy, vec2(0.5)));
   
   if(isOptimized){
   
      float startSample = 0.5 / centerLength;
      float sampleDistance = 1 - startSample;
   
      vec3 sum = vec3(0);
      
      for(float i = 0; i < MOTION_BLUR_SAMPLES/2; i++){
         float t = (i + jitter) * (2.0/MOTION_BLUR_SAMPLES) * sampleDistance + startSample;
         
         vec2 sampleOffset = vec2(t * centerMotionVector);
         
         sum += texelFetch(colorBuffer, ivec2(gl_FragCoord.xy + sampleOffset), 0).rgb;
         sum += texelFetch(colorBuffer, ivec2(gl_FragCoord.xy - sampleOffset), 0).rgb;
      }
      
      sum *= sampleDistance / MOTION_BLUR_SAMPLES;
      return vec4(sum, startSample);
      
   }else{
   
      float centerSpread = length(centerMotionVector);
   
      vec2 dmv2 = centerSpread > 1 ? normalize(centerMotionVector)*length(dmv) : dmv;
      
      vec4 sum = vec4(0);
      
      
      float startSample = 0.50 / dmvLength;
      float sampleDistance = 1 - startSample;
      
      
      for(float i = 0; i < MOTION_BLUR_SAMPLES/2; i++){
         float t = (i + jitter) * (2.0/MOTION_BLUR_SAMPLES) * sampleDistance + startSample;
         
         float even = fract(i*0.5);
         vec2 sampleOffset = t * (even == 0 ? dmv : dmv2);
         
         float spreadOffset = length(sampleOffset);
         sum += motionBlurSample(-sampleOffset, centerDepth, centerSpread, spreadOffset);
         sum += motionBlurSample(+sampleOffset, centerDepth, centerSpread, spreadOffset);
      }
      
      sum *= sampleDistance / MOTION_BLUR_SAMPLES;
      
      return vec4(sum.rgb, 1.0 - sum.a); //returns motion blur color in RGB and the weight of the center sample in a
   }
}

void main(){
   vec3 color = ...; //Antialiasing etc
   #ifdef MOTION_BLUR
      vec4 motionBlur = computeMotionBlur(depth);
      color = color*motionBlur.a + motionBlur.rgb;
   #endif
   output = color;
}





Dump your java code here :



Special syntax:
  • To highlight a line (yellow background), prefix it with '@@'
  • To indicate that a line should be removed (red background), prefix it with '-'
  • To indicate that a line should be added (green background), prefix it with '+'
  • To post multiple snippets, seperate them by '~~~~'
  EOF
 
Riven (579 views)
2019-09-04 15:33:17

hadezbladez (5505 views)
2018-11-16 13:46:03

hadezbladez (2398 views)
2018-11-16 13:41:33

hadezbladez (5767 views)
2018-11-16 13:35:35

hadezbladez (1222 views)
2018-11-16 13:32:03

EgonOlsen (4660 views)
2018-06-10 19:43:48

EgonOlsen (5681 views)
2018-06-10 19:43:44

EgonOlsen (3196 views)
2018-06-10 19:43:20

DesertCoockie (4094 views)
2018-05-13 18:23:11

nelsongames (5114 views)
2018-04-24 18:15:36
A NON-ideal modular configuration for Eclipse with JavaFX
by philfrei
2019-12-19 19:35:12

Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!