Do actual domain resolution
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / motion_vectors_fs.glsl
1 #include "motion_vectors_common.glsl"
2
3 layout (location = 1) out vec2 oMotionVec;
4
5 in vec3 aMotionVec0;
6 in vec3 aMotionVec1;
7
8 void compute_motion_vectors()
9 {
10 // Write motion vectors
11 vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;
12 vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;
13
14 oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);
15 }