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minecraft-pt/shaders/Lib/BasicFunctions/TemporalNoise.glsl
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GLSL

// MinecraftPT — Temporal Noise
// Blue noise sampling with temporal interleaving, used for dithering and ray offsets.
#ifndef TEMPORAL_NOISE_GLSL
#define TEMPORAL_NOISE_GLSL
float BlueNoiseTemporal(){
vec2 coord = (gl_FragCoord.xy + 0.5) / screenSize;
coord = fract(coord * vec2(128.0, 128.0) + 0.5);
vec2 texel = coord * vec2(127.0 / 128.0) + vec2(0.5 / 128.0);
float noise = textureLod(noisetex, texel, 0.0).r;
return fract(noise + frameCounter * 0.03125);
}
vec2 BlueNoiseTemporal2(){
vec2 coord = (gl_FragCoord.xy + 0.5) / screenSize;
coord = fract(coord * vec2(128.0, 128.0) + 0.5);
vec2 texel = coord * vec2(127.0 / 128.0) + vec2(0.5 / 128.0);
vec2 noise = textureLod(noisetex, texel, 0.0).rg;
return fract(noise + frameCounter * 0.03125);
}
// Interleaved gradient noise
float InterleavedNoise(vec2 pos){
vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
return fract(magic.z * fract(dot(pos, magic.xy)));
}
#endif