45 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			45 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | 
 | ||
|  | 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 = textureLod(tex, texCoord, 0.0); | ||
|  | 
 | ||
|  | #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; | ||
|  | 
 | ||
|  | 	#ifdef _InvY | ||
|  | 	velocity.y = -velocity.y; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	// Reproject current coordinates and fetch previous pixel | ||
|  | 	vec4 previous = textureLod(tex2, texCoord + velocity, 0.0); | ||
|  | 
 | ||
|  | 	// 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 = vec4(mix(current.rgb, previous.rgb, weight), 1.0); | ||
|  | #else | ||
|  | 	vec4 previous = textureLod(tex2, texCoord, 0.0); | ||
|  | 	fragColor = vec4(mix(current.rgb, previous.rgb, 0.5), 1.0); | ||
|  | #endif | ||
|  | } |