30 lines
734 B
GLSL
30 lines
734 B
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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layout(std140) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalHistorySize1;
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vec4 OriginalHistorySize3;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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uniform sampler2D OriginalHistory1;
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uniform sampler2D OriginalHistory3;
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void main()
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{
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vec2 tex = floor(global . OriginalHistorySize1 . xy * vTexCoord);
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tex =(tex + 0.5)* global . OriginalHistorySize1 . zw;
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vec3 current = texture(Source, tex). rgb;
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vec3 prev = texture(OriginalHistory1, tex). rgb;
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vec3 prev2 = texture(OriginalHistory3, tex). rgb;
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FragColor = vec4(abs(current - prev + prev2), 1.0);
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}
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