uniform sampler2D historyBuffer; uniform sampler2D colorBuffer; out vec4 colorOutput; uniform float mixFactor; 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); }