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armorpaint/paint/shaders/taa_pass.kong
T

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#[set(everything)]
const constants: {
taa_blend: float;
};
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#[set(everything)]
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const sampler_linear: sampler;
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#[set(everything)]
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const tex: tex2d;
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#[set(everything)]
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const tex2: tex2d;
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struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun taa_pass_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun taa_pass_frag(input: vert_out): float4 {
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var current: float4 = sample_lod(tex, sampler_linear, input.tex, 0.0);
var previous: float4 = sample_lod(tex2, sampler_linear, input.tex, 0.0);
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return float4(lerp3(current.rgb, previous.rgb, constants.taa_blend), 1.0);
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}
#[pipe]
struct pipe {
vertex = taa_pass_vert;
fragment = taa_pass_frag;
}