#version 450 layout(push_constant) uniform Push { float mixfactor; } param; #pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D PassFeedback0; void main() { vec4 current = pow(texture(Source, vTexCoord), vec4(2.2)); vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2)); vec4 mixed = (1.0 - param.mixfactor) * current + param.mixfactor * fdback; FragColor = pow(mixed, vec4(1.0 / 2.2)); }