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uniform mat4 currPersinv;
uniform mat4 pastPersmat;
out vec2 outData;
void main()
{
/* Extract pixel motion vector from camera movement. */
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
float depth = texelFetch(depthBuffer, texel, 0).r;
vec3 world_position = project_point(currPersinv, vec3(uv, depth) * 2.0 - 1.0);
vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
outData = uv - uv_history;
/* HACK: Reject lookdev spheres from TAA reprojection. */
outData = (depth > 0.0) ? outData : vec2(0.0);
/* Encode to unsigned normalized 16bit texture. */
outData = outData * 0.5 + 0.5;
}
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