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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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// MOTION BLUR FRAGMENT PROGRAM
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// Credits to jonathan for optimization
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///////////////////////////////////////////////////////
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in vec4 vVtxPos;
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in vec4 vPrevVtxPos;
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OUTPUT
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uniform sampler2DRect tex0; //screenTex
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uniform vec2 halfScreenSize;
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void main()
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{
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vec2 wpos = gl_FragCoord.xy;
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vec2 p1 = vVtxPos.xy / vVtxPos.w;
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vec2 p2 = vPrevVtxPos.xy / vPrevVtxPos.w;
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vec2 velocity = (p2 - p1) * halfScreenSize;
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//Sample into scene texture along motion vector
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float samples = min( max( 1.0, ceil( max( abs( velocity.x ), abs( velocity.y ) ) / 2.0 ) ), 16.0 );
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float w = 1.0 / samples; // weight
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vec2 s = velocity / samples; // step
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vec4 a = vec4(0.0);
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for(float i=0.0; i<samples; i+=1.0)
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{
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a += texture2DRect(tex0, wpos) * w;
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wpos += s;
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}
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outColor = a;
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}
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