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motion blur

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rlcbm:

heres code
--- Code: ---uniform sampler2D tex;
uniform sampler2D tex2;
uniform mat4 PrevMatrix;
varying vec2 vTexCoord;
 
void main(void)
{
vec4 color = texture2D(tex, vTexCoord);
vec4 zOverW = texture2D(tex2, vTexCoord);
// H is the viewport position at this pixel in the range -1 to 1.
vec4 H = vec4(vTexCoord.x * 2 - 1, (1 - vTexCoord.y) * 2 - 1, zOverW.g, 1);
// Transform by the view-projection inverse.
vec4 D = gl_ModelViewProjectionMatrixInverse * H;
// Divide by w to get the world position.
vec4 worldPos = D / vec4(D.w);
 
// Current viewport position
vec4 currentPos = H;
// Use the world position, and transform by the previous view-projection matrix.
vec4 previousPos = PrevMatrix * worldpos;
// Convert to nonhomogeneous points [-1,1] by dividing by w.
previousPos = previousPos / vec4(previousPos.w);
// Use this frame's position and last frame's to compute the pixel velocity.
vec2 velocity = vec2(currentPos.xy - previousPos.xy)/2.0;
//velocity = (velocity + 1.0 ) / 2.0;
 
gl_FragColor = vec4(velocity.x, velocity.y, color.g, 1.0);
}
--- End code ---


Port:


--- Quote from: rlcbm on December 16, 2012, 12:17:04 PM ---heres code
--- Code: ---...
--- End code ---

--- End quote ---

Nope, that doesn't compile in the scope that Blockland provides.

rlcbm:

oh

Klocko:

shaders

Port:


--- Quote from: Klocko on December 17, 2012, 09:27:49 PM ---shaders

--- End quote ---

Pointless post much?

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