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@@ -23,6 +23,11 @@ uniform sampler2D u_buffer; |
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uniform sampler2D u_prev_buffer; |
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uniform sampler2D u_prev_final; |
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// Persistence settings: |
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// x: persistence of backbuffer (default 0) |
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// y: persistence of whites in render buffer (default 0) |
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uniform vec3 u_persistence; |
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in vec2 pass_position; |
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out vec4 out_color; |
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@@ -35,10 +40,10 @@ void main(void) |
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vec4 prev_color = vec4(texture2D(u_prev_buffer, texcoords).rgb, 1.0); |
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/* (do stuff with color here) */ |
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vec4 final_color = mix(color, prev_color, 0.01); |
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vec4 final_color = mix(color, prev_color, u_persistence.x); |
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/* Blend final color with previous frame’s final color */ |
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vec4 prev_final_color = vec4(texture2D(u_prev_final, texcoords).rgb, 1.0); |
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out_color = mix(final_color, prev_final_color, vec4(0.5) + 0.3 * (prev_final_color - final_color)); |
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out_color = mix(final_color, prev_final_color, u_persistence.y * (vec4(1.6666) + prev_final_color - final_color)); |
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} |
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