📄 motionblur.vert
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/*
* Copyright (c) 2003-2006 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
uniform mat4 prevModelViewMatrix;
uniform mat4 prevModelViewProjectionMatrix;
uniform vec2 halfWinSize;
uniform float blurStrength;
varying vec4 viewCoords;
varying vec2 velocity;
void main(void)
{
// transform previous and current pos to eye space
vec4 P = gl_ModelViewMatrix * gl_Vertex;
vec4 Pprev = prevModelViewMatrix * gl_Vertex; //TODO: should be previous coord
// transform normal to eye space
vec3 N = gl_NormalMatrix * gl_Normal;
// calculate eye space motion vector
vec3 motionVector = P.xyz - Pprev.xyz;
// calculate clip space motion vector
vec4 addNormal = vec4(gl_Normal,0.0)*vec4(0.2);
P = gl_ModelViewProjectionMatrix * (gl_Vertex+addNormal);
Pprev = prevModelViewProjectionMatrix * (gl_Vertex+addNormal); //TODO: should be previous coord
// choose previous or current position based
// on dot product between motion vector and normal
bool flag = dot(motionVector, N) > 0.0;
vec4 Pstretch = flag ? P : Pprev;
gl_Position = Pstretch;
viewCoords = Pstretch;
// do divide by W -> NDC coordinates
P.xy = P.xy / P.w;
Pprev.xy = Pprev.xy / Pprev.w;
// calculate window space velocity
velocity = halfWinSize.xy * (P.xy - Pprev.xy) * vec2(blurStrength);
}
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