/*
BSLex (BSL Edit) by LexBoosT
*/

vec2 Reprojection(vec3 pos){
	pos=pos*2.-1.;
	
	vec4 viewPosPrev=gbufferProjectionInverse*vec4(pos,1.);
	viewPosPrev/=viewPosPrev.w;
	viewPosPrev=gbufferModelViewInverse*viewPosPrev;
	
	vec3 cameraOffset=cameraPosition-previousCameraPosition;
	cameraOffset*=float(pos.z>.56);
	
	vec4 previousPosition=viewPosPrev+vec4(cameraOffset,0.);
	previousPosition=gbufferPreviousModelView*previousPosition;
	previousPosition=gbufferPreviousProjection*previousPosition;
	return previousPosition.xy/previousPosition.w*.5+.5;
}

vec2 neighbourhoodOffsets[8]=vec2[8](
	vec2(-1.,-1.),
	vec2(0.,-1.),
	vec2(1.,-1.),
	vec2(-1.,0.),
	vec2(1.,0.),
	vec2(-1.,1.),
	vec2(0.,1.),
	vec2(1.,1.)
);

vec3 NeighbourhoodClamping(vec3 color,vec3 tempColor,vec2 view){
	vec3 minclr=color,maxclr=color;
	
	for(int i=0;i<8;i++){
		vec2 offset=neighbourhoodOffsets[i]*view;
		vec3 clr=texture2DLod(colortex1,texCoord+offset,0.).rgb;
		minclr=min(minclr,clr);maxclr=max(maxclr,clr);
	}
	
	return clamp(tempColor,minclr,maxclr);
}

void TAA(inout vec3 color,inout vec4 temp){
	vec3 coord=vec3(texCoord,texture2DLod(depthtex1,texCoord,0.).r);
	vec2 prvCoord=Reprojection(coord);
	
	vec2 view=vec2(viewWidth,viewHeight);
	vec3 tempColor=texture2DLod(colortex2,prvCoord,0).gba;
	tempColor=NeighbourhoodClamping(color,tempColor,1./view);
	
	vec2 velocity=(texCoord-prvCoord.xy)*view;
	float blendFactor=float(
		prvCoord.x>0.&&prvCoord.x<1.&&
		prvCoord.y>0.&&prvCoord.y<1.
	);
	blendFactor*=exp(-length(velocity))*.6+.3;
	
	color=mix(color,tempColor,blendFactor);
	temp=vec4(temp.r,color);
}