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HarishGadhamsetty

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About HarishGadhamsetty

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  1. I am following GPU gems tutorial for motion blur. I am unable to understand how to get depth buffer texture. // Get the depth buffer value at this pixel float zOverW = tex2D(depthTexture, texCoord); // H is the viewport position at this pixel in the range -1 to 1. float4 H = float4(texCoord.x * 2 - 1, (1 - texCoord.y) * 2 - 1, zOverW, 1); // Transform by the view-projection inverse. float4 D = mul(H, g_ViewProjectionInverseMatrix); // Divide by w to get the world position. float4 worldPos = D / D.w; // Current viewport position float4 currentPos = H; // Use the world position, and transform by the previous view- projection matrix float4 previousPos = mul(worldPos, g_previousViewProjectionMatrix); // Convert to nonhomogeneous points [-1,1] by dividing by w. previousPos /= previousPos.w; // Use this frame's position and last frame's to compute the pixel velocity float2 velocity = (currentPos - previousPos)/2.f; // Get the initial color at this pixel float4 color = tex2D(sceneSampler, texCoord); texCoord += velocity; for(int i = 1; i < g_numSamples; ++i, texCoord += velocity) { // Sample the color buffer along the velocity vector float4 currentColor = tex2D(sceneSampler, texCoord); // Add the current color to our color sum. color += currentColor; } // Average all of the samples to get the final blur color float4 finalColor = color / numSamples; This is the code mentioned in the GPU gems tutorial.
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