diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index 02566d8e351..e50397cc5d3 100644 --- a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl @@ -320,7 +320,7 @@ vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_ vec2 velocity = imageLoad(velocity_buffer, ivec2(pos_screen)).xy; // Get reprojected uv - vec2 uv_reprojected = uv - velocity; + vec2 uv_reprojected = uv + velocity; // Get input color vec3 color_input = load_color(pos_group); diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index d1cfda515ff..8f3c704afeb 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -2293,7 +2293,7 @@ void fragment_shader(in SceneData scene_data) { vec2 position_uv = position_clip * vec2(0.5, 0.5); vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); - motion_vector = position_uv - prev_position_uv; + motion_vector = prev_position_uv - position_uv; #endif }