diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-25 21:14:07 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-25 21:14:42 +0300 |
commit | 3ae0be45f1b14a32ae85acdec92744af4d05a4a0 (patch) | |
tree | fe8c4c3b4add4fba0c4636dcb8d60947e967503e /source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl | |
parent | 198c7d3687c16581a48701733c4fe4b511eaf149 (diff) |
Eevee: Implement Temporal Anti Aliasing / Super Sampling
This adds TAA to eevee. The only thing important to note is that we need to keep the unjittered depth buffer so that the other engines are composited correctly.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl new file mode 100644 index 00000000000..6481ae7abc5 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -0,0 +1,11 @@ + +uniform sampler2D colorBuffer; +uniform float alpha; + +out vec4 FragColor; + +void main() +{ + /* TODO History buffer Reprojection */ + FragColor = vec4(texelFetch(colorBuffer, ivec2(gl_FragCoord.xy), 0).rgb, alpha); +}
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