@group(0) @binding(0)
var currentFrame : texture_2d<f32>;

@group(0) @binding(1)
var historyFrame : texture_2d<f32>;

@group(0) @binding(2)
var mySampler : sampler;

@group(0) @binding(3)
var<uniform> blendAmount : f32;

struct VertexOutput {
	@builtin(position) position : vec4<f32>,
	@location(0) uv : vec2<f32>,
};

@vertex
fn vertexMain(@location(0) position: vec3<f32>, @location(1) uv: vec2<f32>) -> VertexOutput {
	var out: VertexOutput;
	out.position = vec4<f32>(position, 1.0);
	out.uv = uv;
	return out;
}

@fragment
fn fragmentMain(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
	let current = textureSample(currentFrame, mySampler, uv);
	let history = textureSample(historyFrame, mySampler, uv);
	return mix(current, history, blendAmount);
}