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104
lua/postprocess/motion_blur.lua
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104
lua/postprocess/motion_blur.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local mat_MotionBlur = Material( "pp/motionblur" )
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local mat_Screen = Material( "pp/fb" )
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local tex_MotionBlur = render.GetMoBlurTex0()
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--[[---------------------------------------------------------
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Register the convars that will control this effect
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-----------------------------------------------------------]]
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local pp_motionblur = CreateClientConVar( "pp_motionblur", "0", false, false )
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local pp_motionblur_addalpha = CreateClientConVar( "pp_motionblur_addalpha", "0.2", true, false )
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local pp_motionblur_drawalpha = CreateClientConVar( "pp_motionblur_drawalpha", "0.99", true, false )
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local pp_motionblur_delay = CreateClientConVar( "pp_motionblur_delay", "0.05", true, false )
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local NextDraw = 0
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local LastDraw = 0
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function DrawMotionBlur( addalpha, drawalpha, delay )
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if ( drawalpha == 0 ) then return end
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-- Copy the backbuffer to the screen effect texture
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render.UpdateScreenEffectTexture()
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-- If it's been a long time then the buffer is probably dirty, update it
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if ( CurTime() - LastDraw > 0.5 ) then
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mat_Screen:SetFloat( "$alpha", 1 )
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local OldRT = render.GetRenderTarget()
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render.SetRenderTarget( tex_MotionBlur )
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render.SetMaterial( mat_Screen )
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render.DrawScreenQuad()
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render.SetRenderTarget( OldRT )
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end
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-- Set up out materials
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mat_MotionBlur:SetFloat( "$alpha", drawalpha )
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mat_MotionBlur:SetTexture( "$basetexture", tex_MotionBlur )
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if ( NextDraw < CurTime() && addalpha > 0 ) then
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NextDraw = CurTime() + delay
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mat_Screen:SetFloat( "$alpha", addalpha )
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local OldRT = render.GetRenderTarget()
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render.SetRenderTarget( tex_MotionBlur )
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render.SetMaterial( mat_Screen )
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render.DrawScreenQuad()
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render.SetRenderTarget( OldRT )
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end
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render.SetMaterial( mat_MotionBlur )
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render.DrawScreenQuad( true )
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LastDraw = CurTime()
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end
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hook.Add( "RenderScreenspaceEffects", "RenderMotionBlur", function()
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if ( !pp_motionblur:GetBool() ) then return end
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if ( !GAMEMODE:PostProcessPermitted( "motion blur" ) ) then return end
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DrawMotionBlur( pp_motionblur_addalpha:GetFloat(), pp_motionblur_drawalpha:GetFloat(), pp_motionblur_delay:GetFloat() )
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end )
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list.Set( "PostProcess", "#motion_blur_pp", {
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icon = "gui/postprocess/accummotionblur.png",
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convar = "pp_motionblur",
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category = "#effects_pp",
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cpanel = function( CPanel )
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CPanel:AddControl( "Header", { Description = "#motion_blur_pp.desc" } )
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CPanel:AddControl( "CheckBox", { Label = "#motion_blur_pp.enable", Command = "pp_motionblur" } )
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local params = { Options = {}, CVars = {}, MenuButton = "1", Folder = "motionblur" }
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params.Options[ "#preset.default" ] = { pp_motionblur_addalpha = "0.2", pp_motionblur_delay = "0.05", pp_motionblur_drawalpha = "0.99" }
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params.CVars = table.GetKeys( params.Options[ "#preset.default" ] )
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CPanel:AddControl( "ComboBox", params )
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CPanel:AddControl( "Slider", { Label = "#motion_blur_pp.add_alpha", Command = "pp_motionblur_addalpha", Type = "Float", Min = "0", Max = "1" } )
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CPanel:AddControl( "Slider", { Label = "#motion_blur_pp.draw_alpha", Command = "pp_motionblur_drawalpha", Type = "Float", Min = "0", Max = "1" } )
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CPanel:AddControl( "Slider", { Label = "#motion_blur_pp.delay", Command = "pp_motionblur_delay", Type = "Float", Min = "0", Max = "1" } )
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end
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} )
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