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);
}