1#import bevy_render::view::View 2#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput 3#import bevy_pbr::view_transformations::uv_to_ndc 5struct PreviousViewUniforms { 6 view_from_world: mat4x4<f32>, 7 clip_from_world: mat4x4<f32>, 8 clip_from_view: mat4x4<f32>, 9 world_from_clip: mat4x4<f32>, 10 view_from_clip: mat4x4<f32>, 13@group(0) @binding(0) var<uniform> view: View; 14@group(0) @binding(1) var<uniform> previous_view: PreviousViewUniforms; 22fn fragment(in: FullscreenVertexOutput) -> @location(1) vec4<f32> { 23 let clip_pos = uv_to_ndc(in.uv); 24 let world_pos = view.world_from_clip * vec4(clip_pos, 0.0, 1.0); 27 let curr_clip_pos = (view.unjittered_clip_from_world * world_pos).xy; 28 let prev_clip_pos = (previous_view.clip_from_world * world_pos).xy; 29 let velocity = (curr_clip_pos - prev_clip_pos) * vec2(0.5, -0.5); 30 return vec4(velocity.x, velocity.y, 0.0, 1.0);