Constants
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Functions
The following 3 functions are from Playdead (MIT-licensed) https://github.com/playdeadgames/temporal/blob/master/Assets/Shaders/TemporalReprojection.shader
@fragment
Calculates the final color of each pixel on the screen
TAA is ideally applied after tonemapping, but before post processing Post processing wants to go before tonemapping, which conflicts Solution: Put TAA before tonemapping, tonemap TAA input, apply TAA, invert-tonemap TAA output https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 20 https://gpuopen.com/learn/optimized-reversible-tonemapper-for-resolve