Differential D10414 Diff 33970 source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
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source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
| uniform sampler2D colorBuffer; | uniform sampler2D colorBuffer; | ||||
| uniform float samplesWeights[9]; | |||||
| in vec4 uvcoordsvar; | |||||
| out vec4 fragColor; | out vec4 fragColor; | ||||
| void main() | void main() | ||||
| { | { | ||||
| fragColor = texture(colorBuffer, uvcoordsvar.st); | vec2 texel_size = 1.0 / vec2(textureSize(colorBuffer, 0)); | ||||
| vec2 uv = gl_FragCoord.xy * texel_size; | |||||
| fragColor = vec4(0.0); | |||||
| int i = 0; | |||||
| for (int x = -1; x <= 1; x++) { | |||||
| for (int y = -1; y <= 1; y++, i++) { | |||||
| /* Use log2 space to avoid highlights creating too much aliasing. */ | |||||
| vec4 color = log2(texture(colorBuffer, uv + vec2(x, y) * texel_size) + 0.5); | |||||
| fragColor += color * samplesWeights[i]; | |||||
| } | |||||
| } | |||||
| } | } | ||||