#[compute] #version 450 layout(set = 0, binding = 0) uniform sampler2D velocity_sampler; layout(set = 0, binding = 1) uniform sampler2D color_sampler; layout(rgba16f, set = 0, binding = 2) uniform image2D past_velocity; layout(rgba16f, set = 0, binding = 3) uniform image2D past_color; // Guertin's functions https://research.nvidia.com/sites/default/files/pubs/2013-11_A-Fast-and/Guertin2013MotionBlur-small.pdf // ---------------------------------------------------------- float z_compare(float a, float b, float sze) { return clamp(1. - sze * (a - b), 0, 1); } // ---------------------------------------------------------- layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec2 render_size = ivec2(textureSize(velocity_sampler, 0)); ivec2 uv = ivec2(gl_GlobalInvocationID.xy); if ((uv.x >= render_size.x) || (uv.y >= render_size.y)) { return; } vec2 x = (vec2(uv) + 0.5) / render_size; vec4 past_vx = textureLod(velocity_sampler, x, 0.0); vec4 past_vx_vx = textureLod(velocity_sampler, x + past_vx.xy, 0.0); vec4 past_col_vx = textureLod(color_sampler, x + past_vx.xy, 0.0); vec4 past_col_x = textureLod(color_sampler, x, 0.0); float alpha = 1 - z_compare(-past_vx.w, -past_vx_vx.w, 20000); vec4 final_past_col = mix(past_col_vx, past_col_x, alpha); vec4 final_past_vx = mix(vec4(past_vx_vx.xyz, past_vx.w), past_vx, alpha); imageStore(past_color, uv, final_past_col); imageStore(past_velocity, uv, final_past_vx); }