#version 450 /* mix_frames - performs 50:50 blending between the current and previous frames. Author: jdgleaver This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. */ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* VERTEX_SHADER */ 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 OriginalHistory1; /* FRAGMENT SHADER */ void main() { // Get colour of current pixel vec3 colour = texture(Source, vTexCoord.xy).rgb; // Get colour of previous pixel vec3 colourPrev = texture(OriginalHistory1, vTexCoord.xy).rgb; // Mix colours colour.rgb = mix(colour.rgb, colourPrev.rgb, 0.5); FragColor = vec4(colour.rgb, 1.0); }