Extract previous WorldViewProjection matrix
Posted: 12 Sep 2012, 22:27
Hi,
I'm trying to implement the GPU Gems 3 motion blur shader (link), but I'm currently stuck because that approach needs the previous frame's WorldViewProjection matrix to calculate the per-pixel velocity. I've thought about using the text buffer to store that matrix but I don't see a way to get that value, since I can't "export" any numerical values from the HLSL-shader-node.
Now I'm wondering if that's even possible in Ventuz somehow, and if it's not, if there's another way to implement motion blur in Ventuz.
I've also thought about using the method described here, but as far as I'm concerned, that method falls apart if there's an object moving in front of anything else but the background.
Any help is appreciated, thanks in advance!
I'm trying to implement the GPU Gems 3 motion blur shader (link), but I'm currently stuck because that approach needs the previous frame's WorldViewProjection matrix to calculate the per-pixel velocity. I've thought about using the text buffer to store that matrix but I don't see a way to get that value, since I can't "export" any numerical values from the HLSL-shader-node.
Now I'm wondering if that's even possible in Ventuz somehow, and if it's not, if there's another way to implement motion blur in Ventuz.
I've also thought about using the method described here, but as far as I'm concerned, that method falls apart if there's an object moving in front of anything else but the background.
Any help is appreciated, thanks in advance!