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Improve visual feedback when using the motion vectors debug view option.
Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
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80 changes: 80 additions & 0 deletions
80
servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl
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Original file line number | Diff line number | Diff line change |
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#[vertex] | ||
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#version 450 | ||
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#VERSION_DEFINES | ||
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layout(location = 0) out vec2 uv_interp; | ||
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void main() { | ||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); | ||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); | ||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 | ||
} | ||
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#[fragment] | ||
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#version 450 | ||
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#VERSION_DEFINES | ||
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layout(location = 0) in vec2 uv_interp; | ||
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layout(set = 0, binding = 0) uniform sampler2D source_velocity; | ||
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layout(location = 0) out vec4 frag_color; | ||
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layout(push_constant, std430) uniform Params { | ||
vec2 resolution; | ||
} | ||
params; | ||
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// Based on distance to line segment from https://www.shadertoy.com/view/3tdSDj | ||
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float line_segment(in vec2 p, in vec2 a, in vec2 b) { | ||
vec2 aspect = vec2(params.resolution.x / params.resolution.y, 1.0f); | ||
vec2 ba = (b - a) * aspect; | ||
vec2 pa = (p - a) * aspect; | ||
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0f, 1.0f); | ||
return length(pa - h * ba) * (params.resolution.y / 2.0f); | ||
} | ||
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void main() { | ||
// Retrieve motion vector data. | ||
float cell_size = 32.0f; | ||
float circle_radius = 2.0f; | ||
vec3 nan_color = vec3(1.0f, 0.0f, 0.0f); | ||
vec3 active_color = vec3(1.0f, 0.8f, 0.1f); | ||
vec3 inactive_color = vec3(0.5f, 0.5f, 0.5f); | ||
vec2 pos_pixel = uv_interp * params.resolution; | ||
vec2 cell_pos_pixel = floor(pos_pixel / cell_size) * cell_size + (cell_size * 0.5f); | ||
vec2 cell_pos_uv = cell_pos_pixel / params.resolution; | ||
vec2 cell_pos_previous_uv = cell_pos_uv + textureLod(source_velocity, cell_pos_uv, 0.0f).xy; | ||
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// Draw the shapes. | ||
float epsilon = 1e-6f; | ||
vec2 cell_pos_delta_uv = cell_pos_uv - cell_pos_previous_uv; | ||
bool motion_active = length(cell_pos_delta_uv) > epsilon; | ||
vec3 color; | ||
if (any(isnan(cell_pos_delta_uv))) { | ||
color = nan_color; | ||
} else if (motion_active) { | ||
color = active_color; | ||
} else { | ||
color = inactive_color; | ||
} | ||
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float alpha; | ||
if (length(cell_pos_pixel - pos_pixel) <= circle_radius) { | ||
// Circle center. | ||
alpha = 1.0f; | ||
} else if (motion_active) { | ||
// Motion vector line. | ||
alpha = 1.0f - line_segment(uv_interp, cell_pos_uv, cell_pos_previous_uv); | ||
} else { | ||
// Ignore pixel. | ||
alpha = 0.0f; | ||
} | ||
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frag_color = vec4(color, alpha); | ||
} |