#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalHistorySize1; vec4 OriginalHistorySize3; } 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 = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D OriginalHistory1; layout(set = 0, binding = 3) uniform sampler2D OriginalHistory3; void main() { vec2 tex = floor(global.OriginalHistorySize1.xy * vTexCoord); tex = (tex + 0.5) * global.OriginalHistorySize1.zw; vec3 current = texture(Source, tex).rgb; vec3 prev = texture(OriginalHistory1, tex).rgb; vec3 prev2 = texture(OriginalHistory3, tex).rgb; FragColor = vec4(abs(current - prev + prev2), 1.0); }