overte-Armored-Dragon/libraries/render-utils/src/velocityBuffer_cameraMotion.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Sam Gateau on 6/3/16.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredTransform.slh@>
<$declareDeferredFrameTransform()$>
in vec2 varTexCoord0;
out vec4 outFragColor;
uniform sampler2D depthMap;
void main(void) {
// Pixel being shaded
ivec2 pixelPos;
vec2 texcoordPos;
ivec4 stereoSide;
ivec2 framePixelPos = getPixelPosTexcoordPosAndSide(gl_FragCoord.xy, pixelPos, texcoordPos, stereoSide);
float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
float Zeye = evalZeyeFromZdb(Zdb);
/* if (Zeye <= -getPosLinearDepthFar()) {
outFragColor = vec4(0.5, 0.5, 0.0, 0.0);
return;
}*/
// The position of the pixel fragment in Eye space then in world space
vec3 eyePos = evalEyePositionFromZeye(stereoSide.x, Zeye, texcoordPos);
vec3 worldPos = (frameTransform._viewInverse * cameraCorrection._correction * vec4(eyePos, 1.0)).xyz;
vec3 prevEyePos = (cameraCorrection._prevCorrectionInverse * frameTransform._prevView * vec4(worldPos, 1.0)).xyz;
vec4 prevClipPos = (frameTransform._projection[stereoSide.x] * vec4(prevEyePos, 1.0));
vec2 prevUV = 0.5 * (prevClipPos.xy / prevClipPos.w) + vec2(0.5);
//vec2 imageSize = getWidthHeight(0);
vec2 imageSize = vec2(1.0, 1.0);
outFragColor = vec4( ((texcoordPos - prevUV) * imageSize), 0.0, 0.0);
}