#include "motion_vectors_common.glsl" out vec3 aMotionVec0; out vec3 aMotionVec1; void vs_motion_out( vec4 vproj0, vec4 vproj1 ) { // This magically solves some artifacting errors! // vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount; aMotionVec0 = vec3( vproj0.xy, vproj0.w ); aMotionVec1 = vec3( vproj1.xy, vproj1.w ); }