armory/raw/taa_pass/taa_pass.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D tex2;
in vec2 texCoord;
void main() {
vec3 col = texture(tex, texCoord).rgb;
vec3 col2 = texture(tex2, texCoord).rgb;
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gl_FragColor.rgb = mix(col, col2, 0.5);
// gl_FragColor.rgb = (col + col2) / 2.0;
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// gl_FragColor.rgb = col;
}