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vec2 derive_motion_vector(vec2 uv, float depth, mat4 reprojection_matrix) {
vec4 previous_pos_ndc = reprojection_matrix * vec4(uv * 2.0f - 1.0f, depth * 2.0f - 1.0f, 1.0f);
return 0.5f + (previous_pos_ndc.xy / previous_pos_ndc.w) * 0.5f - uv;
}
#define FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS_FUNCTION(i, j, k) derive_motion_vector(i, j, k)
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