I've been struggling for a while now getting a motion blur shader to work. I want to give the player a better feeling for velocity. My current approach is to draw a texture of my scene that consists of vectors how much this pixel is blurred and in what direction. I pack the numbers into the RG and BA channels to the base of 256. I even want to write a shader that does this for me, depending on rotational velocites, giving pixel-perfect gradients.
No problem until now, but how does my shader blur the scene, having just a sampler of the BlurTexture and the normal scene? I suck at math, so please help me! Thank you in advance, Phil.