+#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 );
}