void main() vec4 current = texture2D(colortex0, texcoord); vec4 newPixel = vec4(0.0);
#version 120 varying vec2 texcoord;
void main() vec4 current = texture2D(colortex1, texcoord); vec4 previous = texture2D(colortex0, texcoord);
/* ALTERNATIVE: directional blur (if you had velocity data) But for 1.8.9, basic frame blending is safer and more reliable */
// Sample current scene (you'd need the actual scene texture) // For simplicity: just blend previous frame with white/grey vec4 scene = vec4(0.5, 0.5, 0.5, 1.0); // dummy – won't work well
uniform sampler2D colortex0; // previous frame's color uniform sampler2D colortex1; // current frame's color (for blending) uniform float viewWidth; uniform float viewHeight;