123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "global.inc"
- uniform sampler2D samp0 : register(s0); // view color
- uniform sampler2D samp1 : register(s1); // view depth
- struct PS_IN {
- float2 texcoord0 : TEXCOORD0_centroid;
- };
- struct PS_OUT {
- float4 color : COLOR;
- };
- void main( PS_IN fragment, out PS_OUT result ) {
- #if 0
- if ( fragment.texcoord0.x < 0.5 ) {
- // only draw on half the screen for comparison
- discard;
- }
- #endif
- // don't motion blur the hands, which were drawn with alpha = 0
- if ( tex2D( samp0, fragment.texcoord0 ).w == 0.0 ) {
- discard;
- }
- // derive clip space from the depth buffer and screen position
- float windowZ = tex2D( samp1, fragment.texcoord0 ).x;
- float3 ndc = float3( fragment.texcoord0 * 2.0 - 1.0, windowZ * 2.0 - 1.0 );
- float clipW = -rpProjectionMatrixZ.w / ( -rpProjectionMatrixZ.z - ndc.z );
- float4 clip = float4( ndc * clipW, clipW );
- // convert from clip space this frame to clip space previous frame
- float4 reClip;
- reClip.x = dot( rpMVPmatrixX, clip );
- reClip.y = dot( rpMVPmatrixY, clip );
- reClip.z = dot( rpMVPmatrixZ, clip );
- reClip.w = dot( rpMVPmatrixW, clip );
- // convert to NDC values
- float2 prevTexCoord;
- prevTexCoord.x = ( reClip.x / reClip.w ) * 0.5 + 0.5;
- prevTexCoord.y = ( reClip.y / reClip.w ) * 0.5 + 0.5;
- // sample along the line from prevTexCoord to fragment.texcoord0
- float2 texCoord = prevTexCoord; //fragment.texcoord0;
- float2 delta = ( fragment.texcoord0 - prevTexCoord );
- float3 sum = float3( 0.0 );
- float goodSamples = 0;
- float samples = rpOverbright.x;
- for ( float i = 0 ; i < samples ; i = i + 1 ) {
- float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1 ) ) - 0.5 );
- float4 color = tex2D( samp0, pos );
- // only take the values that are not part of the weapon
- sum += color.xyz * color.w;
- goodSamples += color.w;
- }
- float invScale = 1.0 / goodSamples;
- result.color = float4( sum * invScale, 1.0 );
- }
|