overte/libraries/render-utils/src/taa.slf
2017-08-21 23:51:29 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// taa.frag
// fragment shader
//
// Created by Sam Gateau on 8/14/2017
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include taa.slh@>
in vec2 varTexCoord0;
layout(location = 0) out vec4 outFragColor;
void main() {
vec3 currentColor = texture(colorMap, varTexCoord0).xyz;
vec2 pixVelocity = texture(velocityMap, varTexCoord0).xy;
vec2 velocity = params.motionScale * pixVelocity;// *getInvWidthHeight();
vec2 prevTexCoord = varTexCoord0 - velocity;
vec3 prevColor = currentColor;
if (!(any(lessThan(prevTexCoord, vec2(0.0))) || any(greaterThan(prevTexCoord, vec2(1.0))))) {
prevColor = texture(historyMap, prevTexCoord).xyz;
}
vec3 newColor = mix(prevColor, currentColor, params.blend);
outFragColor = vec4(newColor, 1.0);
}