#version 450 #ifdef GL_ES precision mediump float; #endif uniform sampler2D tex; uniform sampler2D tex2; #ifdef _Veloc uniform sampler2D sveloc; #endif in vec2 texCoord; out vec4 fragColor; const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0; void main() { vec4 current = texture(tex, texCoord); #ifdef _Veloc // Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg; // Reproject current coordinates and fetch previous pixel vec4 previous = texture(tex2, texCoord + velocity); // Attenuate the previous pixel if the velocity is different #ifdef _SMAA float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; #else const float delta = 0.0; #endif float weight = 0.5 * clamp(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0); // Blend the pixels according to the calculated weight: fragColor.rgb = mix(current.rgb, previous.rgb, weight); #else vec4 previous = texture(tex2, texCoord); fragColor = mix(current.rgb, previous.rgb, 0.5); #endif }