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authorClément Foucault <foucault.clem@gmail.com>2017-09-27 17:21:32 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-27 22:21:39 +0300
commit40f5ac4977969832c7fa941e694b59c2b4186d58 (patch)
tree07cb0a0dc97ec89858daec2c693cb5598ed6719b /source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
parent88a3323a47e08ea123c73501e97a8f053bad2557 (diff)
Eevee : TAA : Change post process chain to allow more flexibility
This basically do not use hardware blending and do the blending in the shader. This will allow neighborhood clamping if we ever implement that.
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.glsl5
1 files changed, 4 insertions, 1 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
index 6481ae7abc5..f3df1864317 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -1,5 +1,6 @@
uniform sampler2D colorBuffer;
+uniform sampler2D historyBuffer;
uniform float alpha;
out vec4 FragColor;
@@ -7,5 +8,7 @@ out vec4 FragColor;
void main()
{
/* TODO History buffer Reprojection */
- FragColor = vec4(texelFetch(colorBuffer, ivec2(gl_FragCoord.xy), 0).rgb, alpha);
+ vec4 history = texelFetch(historyBuffer, ivec2(gl_FragCoord.xy), 0).rgba;
+ vec4 color = texelFetch(colorBuffer, ivec2(gl_FragCoord.xy), 0).rgba;
+ FragColor = mix(history, color, alpha);
} \ No newline at end of file