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godot-motion-blur's Issues

Quat Wrap/Jump Issue and Fix

I just noticed an issue where the cam_rot_diff value jumps when camera's euler angles flip back around for a single frame. This creates a large blur in the opposite direction for just that frame. I'm not great with math, but luckily I do know a fix from working with quats in other areas.

You simply need to compare the 2 quats you are subtracting with a dot product, and negate if the result is negative:

	var cam_rot_diff = cam_rot - cam_rot_prev
	if cam_rot.dot(cam_rot_prev) < 0.0: # Wraparound Fix
		cam_rot_diff = -cam_rot_diff;

Edit: The idea behind this is that sometimes the difference between 2 quats can be "the long way around" instead of the short. Think 350 degrees instead of -10. Negating a quat fixes this.

I hope this helps. :)

Alpha support

Nice plugin!
Currently alpha transparency doesn't work if the .tscn file is attached to the camera --> object isn't rendered
Not sure how to change albedo_color to .rgba in the shader.

Issue 3.1

Sorry that this is such a bad issue description.

But it works really poorly on 3.1.
you should check yourself. I i have time i will add a screenshot

Extremely slow

I am not sure whether this is an issue, but I found that my FPS dropped to around 10 with this. Is there any way to make it faster?

Low FPS blurs too much

If the FPS is low (<40FPS), the blur effect becomes way too strong.

144 FPS:
image

30 FPS:
image

Maybe reduce the intensity depending on the framerate?

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