+#include "motion_vectors_common.glsl"
+
layout (location = 1) out vec2 oMotionVec;
in vec3 aMotionVec0;
// Write motion vectors
vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;
vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;
- oMotionVec = vmotion1-vmotion0;
+
+ oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);
}