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44
leenkx/Shaders/taa_pass/taa_pass.frag.glsl
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44
leenkx/Shaders/taa_pass/taa_pass.frag.glsl
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#version 450
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#include "compiled.inc"
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uniform sampler2D tex;
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uniform sampler2D tex2;
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#ifdef _Veloc
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uniform sampler2D sveloc;
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#endif
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in vec2 texCoord;
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out vec4 fragColor;
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const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0;
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void main() {
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vec4 current = textureLod(tex, texCoord, 0.0);
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#ifdef _Veloc
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// Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection
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vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
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#ifdef _InvY
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velocity.y = -velocity.y;
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#endif
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// Reproject current coordinates and fetch previous pixel
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vec4 previous = textureLod(tex2, texCoord + velocity, 0.0);
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// Attenuate the previous pixel if the velocity is different
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#ifdef _SMAA
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float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
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#else
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const float delta = 0.0;
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#endif
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float weight = 0.5 * clamp(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
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// Blend the pixels according to the calculated weight:
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fragColor = vec4(mix(current.rgb, previous.rgb, weight), 1.0);
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#else
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vec4 previous = textureLod(tex2, texCoord, 0.0);
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fragColor = vec4(mix(current.rgb, previous.rgb, 0.5), 1.0);
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#endif
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}
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