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authorClément Foucault <foucault.clem@gmail.com>2017-09-25 21:14:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-25 21:14:42 +0300
commit3ae0be45f1b14a32ae85acdec92744af4d05a4a0 (patch)
treefe8c4c3b4add4fba0c4636dcb8d60947e967503e /source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
parent198c7d3687c16581a48701733c4fe4b511eaf149 (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.glsl11
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);
+} \ No newline at end of file