Finally I found the source of this motion blur shader used in several mods.
I'm not a fan of motion blur effect but it's irrelevant if I can disable it.
However, using integrated Intel graphics I'm seeing something like this.
Screenshot_Doom_20190430_164927.png
It's the starting location of Doom 2 MAP01 which is obvious I guess

Depending on the current phase of the moon it's sometimes impossible to read anything in menu and console.
Here is a whole shader, the comment is mine.
Code: Select all
void main()
{
vec4 C ; // <-- no initialization, should be something like: vec4 C = vec4(.0, .0, .0, 1.);
int i ;
if( blendmode == 1 )
{
for( i = 0; i < samples; i++ )
{
C.rgb += max( C.rgb, texture( InputTexture, TexCoord + steps * i ).rgb ) * increment ;
}
}
else
{
for( i = 0; i < samples; i++ )
{
C.rgb += texture( InputTexture, TexCoord + steps * i ).rgb * increment ;
}
}
FragColor = C ;
}
OpenGL Shading Language spec wrote:Reading a variable before writing (or initializing) it is legal, however the value is undefined.
The shader will work only if uninitialized variables are set to zeroes. If driver doesn't do this (and it shouldn't according to the spec), the result will be random.
Both branches read
C.rgb without writing to it previously. Could you please fix this?
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