e4s-sdk/gamedata/shaders/r2/mblur.h
2026-06-17 23:06:51 +03:00

42 lines
1.6 KiB
C

#ifndef MBLUR_H
#define MBLUR_H
#ifndef USE_MBLUR
half3 mblur (float2 UV, half3 pos, half3 c_original) { return c_original; }
#else
#include "common.h"
uniform half4x4 m_current;
uniform half4x4 m_previous;
uniform half2 m_blur; // scale_x / 12, scale_y / 12
#define MBLUR_SAMPLES half(12)
#define MBLUR_CLAMP half(0.001)
half3 mblur (float2 UV, half3 pos, half3 c_original) {
half4 pos4 = half4 (pos,1.h);
half4 p_current = mul (m_current, pos4);
half4 p_previous = mul (m_previous, pos4);
half2 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.
half3 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