跳到主要内容
← Advanced Rendering

Advanced Rendering

TAA - History

shader-learning 自学第 16 课:TAA - History

代码复盘 GLSL

第 16 课:TAA - History

本课需 多 pass / 后处理,暂以代码复盘呈现。

实现

uniform vec2 iResolution;

uniform sampler2D iRTBuffer0;      // curr color
uniform sampler2D iPrevFrameColor; // prev color

out vec4 FragColor;

void main() {
  vec2 uv = gl_FragCoord.xy / iResolution.xy;
  vec4 currentColor = texture(iRTBuffer0, uv);
  vec4 historyColor = texture(iPrevFrameColor, uv);

  float blendFactor = 0.9;
  FragColor = mix(currentColor, historyColor, blendFactor);
}