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Author: Slyth2727 (posted 2014-06-15 10:57:30, viewed 171 times)

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#version 120

varying vec2 texCoord0;

uniform sampler2D R_filterTexture;
uniform sampler2D R_depthBuffer;
uniform sampler2D R_normalBuffer;
uniform mat4 T_previousMVP;
uniform mat4 T_MVInverse;

float n = 0.01;
float f = 1000;

int nSamples = 10;

vec3 depth;
vec4 color;
vec3 normal;

vec3 posFromDepth(vec2 texCoord, float z) {
    float x = texCoord.x * 2 - 1;
    float y = (1 - texCoord.y) * 2 -1 ;
    vec4 projectedPos = vec4(x, y, z, 1.0);
    vec4 posVS = projectedPos * T_MVInverse;
    return posVS.xyz / posVS.w;
}

void main() {
    float z = texture2D(R_depthBuffer, texCoord0).r;
    float c = (2.0 * n) / (f + n - z * (f - n));

    depth = vec3(c);
    color = texture2D(R_filterTexture, texCoord0);
    normal = texture2D(R_normalBuffer, texCoord0).xyz;

    vec3 current = posFromDepth(texCoord0, z);
    vec4 previous = T_previousMVP * vec4(current, 1.0);
    previous.xyz /= previous.w;
    previous.xy = previous.xy * 0.5 + 0.5;

    vec2 blurVec = previous.xy - texCoord0;

    for(int i = 0; i< nSamples; ++i) {
        vec2 offset = blurVec * (float(i) / float(nSamples - 1) - 0.5);
        color += texture2D(R_filterTexture, texCoord0 + offset);
    }

    color /= nSamples;

    gl_FragColor = vec4(color.xyz, 1.0f);
}





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