Original Post
Im trying to implement the motion blur algorithm described in the paper "Stupid OpenGL Shader Tricks" -> http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf by Simon Green. Im having a some trouble visualizing the order of operations in the algorithm. In the slides it goes as such: 1. Render current scene to texture 2. Calculate velocity at each pixel 3. Render motion blurred scene What I am doing is: 1. Rendering scene to texture 2. Render blurred scene to texture a. Calculate velocity from prev frame to cur frame in vertex shader b. Sample prev render frame and cur render frame in frag shader 3. Blend blurred scene over cur render frame Im just getting a little confused as to whether the final render should be applied as a post process effect or not. I guess you would have to split it up into two steps and have the fragment shader write the velocity to a texture?