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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl11
1 files changed, 4 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
index 5795268f794..b877c2c3f76 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
@@ -1,14 +1,11 @@
-uniform sampler2D historyBuffer;
+
uniform sampler2D colorBuffer;
-out vec4 colorOutput;
+in vec4 uvcoordsvar;
-uniform float mixFactor;
+out vec4 fragColor;
void main()
{
- ivec2 texel = ivec2(gl_FragCoord.xy);
- vec4 color_buffer = texelFetch(colorBuffer, texel, 0);
- vec4 history_buffer = texelFetch(historyBuffer, texel, 0);
- colorOutput = mix(history_buffer, color_buffer, mixFactor);
+ fragColor = texture(colorBuffer, uvcoordsvar.st);
}