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add motion_interpolation shaders and preset
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motion-interpolation/motion_interpolation.slangp
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8
motion-interpolation/motion_interpolation.slangp
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shaders = 2
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shader0 = shaders/motion_interpolation/motion_interpolation_pass0.slang
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alias0 = Pass0
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filter_linear0 = true
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shader1 = shaders/motion_interpolation/motion_interpolation_pass3.slang
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filter_linear1 = true
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#version 450
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// Video Motion Interpolation
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// based on Drudgerist's shadertoy:
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// https://www.shadertoy.com/view/MtVfRz
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// which is, in turn, based on bodhid's V+
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// https://github.com/bodhid/Vplus
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// This pass generates motion vectors based on the current and previous frames
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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#define iChannel0 OriginalHistory1
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#define iChannel1 Source
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#pragma name Pass0
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float PixV(sampler2D Target, vec2 Shift, vec2 iuv, vec2 texelSize)
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{
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vec4 c = texture(Target,iuv);
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c += texture(Target, iuv + Shift+ (vec2(1, 0) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(0, 1) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(-1, 0) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(0, -1) * texelSize));
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return c.r + c.g + c.b;
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}
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void main()
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{
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const float magic = 6.28;
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vec2 uv = vTexCoord.xy;
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vec2 texelSize = params.SourceSize.zw;
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float CheckValue, FirstValue, PrevValue, LastMatch;
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vec2 FinalUvShift,CheckUvShift;
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PrevValue = PixV(iChannel0, vec2(0,0), uv, texelSize);
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LastMatch = abs(PrevValue - PixV(iChannel1, vec2(0,0), uv, texelSize));
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for(int Circle = 1; Circle < 4; ++Circle)
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{
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for(int j = 0; j < 4 * Circle; ++j)
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{
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float circleF = float(Circle);
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float jF = float(j);
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FirstValue = magic / (4.0 * circleF);
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CheckUvShift = vec2(sin(FirstValue * jF), cos(FirstValue * jF));
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float currentValue = PixV(iChannel1, CheckUvShift * texelSize * circleF, uv, texelSize);
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if ((CheckValue = abs(PrevValue - currentValue)) < LastMatch)
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{
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LastMatch = CheckValue;
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FinalUvShift = CheckUvShift;
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}
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}
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}
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FragColor = vec4(FinalUvShift.xy, 0, 1);
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}
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 blur(vec2 uv, vec2 TexelSize, vec2 Direction)
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{
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vec4 c = vec4(0.0);
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c += texture(Source, uv + (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv + (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv + (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv + (TexelSize*Direction*3.5))*9.0;
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c += texture(Source, uv + (TexelSize*Direction*4.5))*0.01;
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c += texture(Source, uv - (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv - (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv - (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv - (TexelSize*Direction*3.5))*0.04;
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c += texture(Source, uv - (TexelSize*Direction*4.5))*0.01;
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return c/2.0;
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}
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec2 TexelSize = params.SourceSize.zw;
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vec2 DirectionH = vec2(1.0, 0.0);
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vec4 cH = blur(uv, TexelSize, DirectionH);
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FragColor = cH;
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}
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 blur(vec2 uv, vec2 TexelSize, vec2 Direction)
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{
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vec4 c = vec4(0.0);
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c += texture(Source, uv + (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv + (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv + (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv + (TexelSize*Direction*3.5))*9.0;
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c += texture(Source, uv + (TexelSize*Direction*4.5))*0.01;
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c += texture(Source, uv - (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv - (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv - (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv - (TexelSize*Direction*3.5))*0.04;
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c += texture(Source, uv - (TexelSize*Direction*4.5))*0.01;
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return c/2.0;
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}
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec2 TexelSize = params.SourceSize.zw;
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vec2 DirectionV = vec2(0.0, 1.0);
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vec4 cV = blur(uv, TexelSize, DirectionV);
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FragColor = cV;
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}
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@ -0,0 +1,69 @@
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#version 450
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// Video Motion Interpolation
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// based on Drudgerist's shadertoy:
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// https://www.shadertoy.com/view/MtVfRz
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// which is, in turn, based on bodhid's V+
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// https://github.com/bodhid/Vplus
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// This pass uses the motion vectors to make an in-between frame
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float MOTION_SCALE_FACTOR;
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float MOTION_MIX_FACTOR;
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} params;
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#pragma parameter MOTION_SCALE_FACTOR "Motion Interp Factor" 300.0 100.0 1000.0 50.0
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#pragma parameter MOTION_MIX_FACTOR "Motion Blur Factor" 0.5 0.0 1.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D Pass0;
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layout(set = 0, binding = 5) uniform sampler2D Original;
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// uncomment the next line to see the motion vectors for debugging purposes
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//#define OUTPUT_MOTION_VECTOR
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#define iChannel3 Source
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#define iChannel2 Pass0
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#define iChannel1 Original
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#define iChannel0 OriginalHistory1
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec4 col = texture(iChannel3, uv);
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#ifdef OUTPUT_MOTION_VECTOR
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FragColor = (col * 0.5) + 0.5;
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return;
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#endif
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float testShift = params.MOTION_MIX_FACTOR;//iMouse.x / iResolution.x;
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vec2 FinalUvShift = texture(iChannel2, uv).rg / params.MOTION_SCALE_FACTOR;
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vec4 previousFrame = texture(iChannel0, uv - (FinalUvShift * 0.5));
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vec4 nextFrame = texture(iChannel1, uv - (FinalUvShift * (0.5)));
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FragColor = mix(previousFrame, nextFrame, testShift);
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}
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