#ifndef MBLUR_H #define MBLUR_H #ifndef USE_MBLUR float3 mblur(float2 UV, float3 pos, float3 c_original) { return c_original; } #else #include "common.hlsli" uniform float4x4 m_current; uniform float4x4 m_previous; uniform float2 m_blur; // scale_x / 12, scale_y / 12 #define MBLUR_SAMPLES float(12.0f) #define MBLUR_CLAMP float(0.001f) float3 mblur(float2 UV, float3 pos, float3 c_original) { float4 pos4 = float4(pos, 1.0f); float4 p_current = mul(m_current, pos4); float4 p_previous = mul(m_previous, pos4); float2 p_velocity = m_blur * ((p_current.xy / p_current.w) - (p_previous.xy / p_previous.w)); p_velocity = clamp(p_velocity, -MBLUR_CLAMP, +MBLUR_CLAMP); // For each sample, sum up each sample's color in "Blurred" and then divide // to average the color after all the samples are added. float3 blurred = c_original; blurred += tex2D(s_image, p_velocity * 1.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 2.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 3.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 4.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 5.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 6.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 7.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 8.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 9.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 10.h + UV).rgb; blurred += tex2D(s_image, p_velocity * 11.h + UV).rgb; return blurred / MBLUR_SAMPLES; } #endif #endif