"\n"
"#line 2 0 \n"
"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
"out vec3 aMotionVec0;\n"
"out vec3 aMotionVec1;\n"
"\n"
"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
"#line 14 0 \n"
"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
"layout (location = 1) out vec2 oMotionVec;\n"
"\n"
"in vec3 aMotionVec0;\n"
" // Write motion vectors\n"
" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-" oMotionVec = vmotion1-vmotion0;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
"#line 15 0 \n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
-" vec2 dir = normalize(qnorm.xz);\n"
+" vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);\n"
+" vec2 dir = qnorm.xz;\n"
" vec2 uvdiffuse = aCo.xz * 0.02;\n"
" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
" \n"