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A tech demo of temporal accumulation for Minecraft: Bedrock Edition shaders

License: MIT License

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temporal-accumulation-shader-demo-bedrock's Introduction

temporal-accumulation-shader-demo-bedrock

A tech demo of temporal accumulation for Minecraft: Bedrock Edition shaders

General

This demo is a visualizer of chaos equations based on this video that uses temporal accumulation to achieve trailing effect. GIF

Usage

Run /particle demo:accumulation command.

How it works

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.

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