3 #include "motion_vectors_fs.glsl"
13 vec2 ssuv = gl_FragCoord.xy;
14 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
15 float dither = fract( vDither.g / 71.0 ) - 0.5;
17 float diff = length(gl_PointCoord.xy-vec2(0.5));
18 if( diff+dither>0.5 )discard;
20 compute_motion_vectors();