uniform int uBlockedRngEnabled;
#ifndef ADAPTIVE_SAMPLING
- //! Weight of current frame related to accumulated samples.
- uniform float uSampleWeight;
-
- //! Input accumulated image.
+ //! Input image with previously accumulated samples.
uniform sampler2D uAccumTexture;
#endif
#else
- if (uSampleWeight >= 1.f)
+ if (uAccumSamples == 0)
{
OutColor = aColor;
}
else
{
- OutColor = mix (texture2D (uAccumTexture, vPixel), aColor, uSampleWeight);
+ OutColor = mix (texture2D (uAccumTexture, vPixel), aColor, 1.f / (uAccumSamples + 1));
}
#endif // ADAPTIVE_SAMPLING