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https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
synced 2025-09-19 04:06:08 +08:00
added intensity controls to guertin
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@ -17,7 +17,7 @@ layout(push_constant, std430) uniform Params
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float minimum_user_threshold;
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float importance_bias;
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float maximum_jitter_value;
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float nan8;
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float motion_blur_intensity;
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int tile_size;
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int sample_count;
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int frame;
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@ -93,7 +93,7 @@ void main()
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vec2 x = (vec2(uvi) + vec2(0.5)) / vec2(render_size);
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vec4 vnzw = textureLod(neighbor_max, x + vec2(params.tile_size / 2) / vec2(render_size) + jitter_tile(uvi), 0.0) * vec4(render_size / 2., 1, 1);
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vec4 vnzw = textureLod(neighbor_max, x + vec2(params.tile_size / 2) / vec2(render_size) + jitter_tile(uvi), 0.0) * vec4(render_size / 2., 1, 1) * params.motion_blur_intensity;
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vec2 vn = vnzw.xy;
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@ -115,7 +115,7 @@ void main()
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vec2 wn = safenorm(vn);
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vec4 vxzw = textureLod(velocity_sampler, x, 0.0) * vec4(render_size / 2., 1, 1);
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vec4 vxzw = textureLod(velocity_sampler, x, 0.0) * vec4(render_size / 2., 1, 1) * params.motion_blur_intensity;
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vec2 vx = vxzw.xy;
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@ -153,7 +153,7 @@ void main()
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float wa = abs(dot(wx, wd));
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vec4 vyzw = textureLod(velocity_sampler, y, 0.0) * vec4(render_size / 2, 1, 1);
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vec4 vyzw = textureLod(velocity_sampler, y, 0.0) * vec4(render_size / 2, 1, 1) * params.motion_blur_intensity;
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vec2 vy = vyzw.xy - dz * t;
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@ -175,7 +175,7 @@ void main()
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sum += textureLod(color_sampler, y, 0.0) * ay;
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}
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float nai_ay = b * step(T, vx_length * wa);
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float nai_ay = b * step(T, vx_length * wa) * 2;
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nai_weight += nai_ay;
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@ -17,7 +17,7 @@ layout(push_constant, std430) uniform Params
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float minimum_user_threshold;
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float importance_bias;
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float maximum_jitter_value;
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float nan8;
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float motion_blur_intensity;
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int tile_size;
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int sample_count;
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int frame;
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@ -95,7 +95,7 @@ void main()
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float j = interleaved_gradient_noise(uvi) * 2. - 1.;
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vec4 vnzw = textureLod(neighbor_max, x + vec2(params.tile_size / 2) / vec2(render_size) + jitter_tile(uvi), 0.0) * vec4(render_size / 2., 1, 1);
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vec4 vnzw = textureLod(neighbor_max, x + vec2(params.tile_size / 2) / vec2(render_size) + jitter_tile(uvi), 0.0) * vec4(render_size / 2., 1, 1) * params.motion_blur_intensity;
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vec2 vn = vnzw.xy;
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@ -117,7 +117,7 @@ void main()
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vec2 wn = safenorm(vn);
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vec4 vxzw = textureLod(velocity_sampler, x, 0.0) * vec4(render_size / 2., 1, 1);
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vec4 vxzw = textureLod(velocity_sampler, x, 0.0) * vec4(render_size / 2., 1, 1) * params.motion_blur_intensity;
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vec2 vx = vxzw.xy;
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@ -156,7 +156,7 @@ void main()
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float wa = dot(wc, wd);
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vec4 vyzw = textureLod(velocity_sampler, y, 0.0) * vec4(render_size / 2, 1, 1);
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vec4 vyzw = textureLod(velocity_sampler, y, 0.0) * vec4(render_size / 2, 1, 1) * params.motion_blur_intensity;
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vec2 vy = vyzw.xy - dz * t;
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@ -129,7 +129,7 @@ func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSce
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minimum_user_threshold,
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importance_bias,
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maximum_jitter_value,
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0,
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intensity,
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]
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var int_blur_push_constants : PackedInt32Array = [
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tile_size,
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@ -129,7 +129,7 @@ func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSce
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minimum_user_threshold,
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importance_bias,
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maximum_jitter_value,
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0,
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intensity,
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]
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var int_blur_push_constants : PackedInt32Array = [
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tile_size,
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