Fix T81752 EEVEE: Camera Motion Blur is not blending steps properly
This was due to improper calculation of velocity factor and an error in the camera data swapping between two steps.
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@@ -490,7 +490,7 @@ void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata)
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BLI_assert((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0);
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/* Camera Data. */
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effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_CURR];
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effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_NEXT];
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/* Object Data. */
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for (BLI_ghashIterator_init(&ghi, effects->motion_blur.object);
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@@ -13,16 +13,19 @@ void main()
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{
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/* Extract pixel motion vector from camera movement. */
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ivec2 texel = ivec2(gl_FragCoord.xy);
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vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
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vec2 uv_curr = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
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float depth = texelFetch(depthBuffer, texel, 0).r;
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vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv, depth) * 2.0 - 1.0);
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vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy * 0.5 + 0.5;
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vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy * 0.5 + 0.5;
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uv_curr = uv_curr * 2.0 - 1.0;
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depth = depth * 2.0 - 1.0;
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outData.xy = uv_prev - uv;
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outData.zw = uv_next - uv;
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vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv_curr, depth));
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vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy;
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vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy;
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outData.xy = uv_prev - uv_curr;
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outData.zw = uv_next - uv_curr;
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/* Encode to unsigned normalized 16bit texture. */
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outData = outData * 0.5 + 0.5;
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