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