uniform sampler2D colorBuffer; uniform sampler2D historyBuffer; uniform float alpha; out vec4 FragColor; void main() { /* TODO History buffer Reprojection */ 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); }