A tech demo of temporal accumulation for Minecraft: Bedrock Edition shaders
This demo is a visualizer of chaos equations based on this video that uses temporal accumulation to achieve trailing effect.
Run /particle demo:accumulation
command.
Flipbook textures that are part of the terrain atlas are redrawn in the beginning of each frame, using texture_blend.fragment
& uv_blend_flipbook.vertex
shaders. The important part is that they're redrawn over their older versions on the same texture, which means we can use GL_EXT_shader_framebuffer_fetch
in the fragment shader to sample fragment color from the previous frame - and that's the core principle behind this demo. Unfortunately, this method is highly limited, since we can't have any other inputs except time when the terrain atlas is getting re-drawn, which means applications of this tech are limited only to procedural textures or static/hardcoded path tracing.