[Bf-blender-cvs] [aae60f0fecf] blender-v2.91-release: Fix T81752 EEVEE: Camera Motion Blur is not blending steps properly
Clément Foucault
noreply at git.blender.org
Thu Nov 5 18:00:37 CET 2020
Commit: aae60f0fecf74c93d8c6e8a5e33ffd4fb6c76a3a
Author: Clément Foucault
Date: Thu Nov 5 17:57:19 2020 +0100
Branches: blender-v2.91-release
https://developer.blender.org/rBaae60f0fecf74c93d8c6e8a5e33ffd4fb6c76a3a
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.
===================================================================
M source/blender/draw/engines/eevee/eevee_motion_blur.c
M source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index f60c2661cb0..fe3705f1fbb 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -490,7 +490,7 @@ void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata)
BLI_assert((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0);
/* Camera Data. */
- effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_CURR];
+ effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_NEXT];
/* Object Data. */
for (BLI_ghashIterator_init(&ghi, effects->motion_blur.object);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
index 145939cefb2..9182171bab4 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -13,16 +13,19 @@ void main()
{
/* Extract pixel motion vector from camera movement. */
ivec2 texel = ivec2(gl_FragCoord.xy);
- vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
+ vec2 uv_curr = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
float depth = texelFetch(depthBuffer, texel, 0).r;
- vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv, depth) * 2.0 - 1.0);
- vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy * 0.5 + 0.5;
- vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy * 0.5 + 0.5;
+ uv_curr = uv_curr * 2.0 - 1.0;
+ depth = depth * 2.0 - 1.0;
- outData.xy = uv_prev - uv;
- outData.zw = uv_next - uv;
+ vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv_curr, depth));
+ vec2 uv_prev = project_point(prevViewProjMatrix, world_position).xy;
+ vec2 uv_next = project_point(nextViewProjMatrix, world_position).xy;
+
+ outData.xy = uv_prev - uv_curr;
+ outData.zw = uv_next - uv_curr;
/* Encode to unsigned normalized 16bit texture. */
outData = outData * 0.5 + 0.5;
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