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