// Simple linear blend between current and previous frame vec4 result = mix(current, previous, blurStrength);
/* ALTERNATIVE: directional blur (if you had velocity data) But for 1.8.9, basic frame blending is safer and more reliable */
gl_FragColor = current * fadeFactor;
void main() gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy;
// Real implementation for 1.8.9 requires gbuffers_texture, but that's complex. // Better to use the two-buffer method above.
// Motion blur strength – adjust to taste (0.05 = subtle, 0.25 = strong) const float blurStrength = 0.12;