diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:07:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:12:16 +0300 |
commit | c476c36e400883d929a7149def8dcb6ad6157a86 (patch) | |
tree | c19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl | |
parent | f01bc597a8e6bf5df19f1af0c422918c96b25e41 (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.glsl | 11 |
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); } |