add taa injection into ChunkBoundRenderer, shift up uniform update
This commit is contained in:
@@ -21,6 +21,10 @@ bool shouldRender(ivec3 icorner) {
|
||||
return (corner.x*corner.x + corner.z*corner.z < negInnerSec.w*negInnerSec.w) && abs(corner.y) < negInnerSec.w;
|
||||
}
|
||||
|
||||
#ifdef TAA
|
||||
vec2 getTAA();
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
uint id = (gl_InstanceID<<5)+gl_BaseInstance+(gl_VertexID>>3);
|
||||
|
||||
@@ -38,4 +42,8 @@ void main() {
|
||||
//cubeCornerI.y = cubeCornerI.y*1024-512;
|
||||
gl_Position = MVP * vec4(vec3(cubeCornerI+origin)*16, 1);
|
||||
gl_Position.z -= 0.0005f;
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy += getTAA()*gl_Position.w;//Apply TAA if we have it
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user