Hello everyone. I am currently using a shader to render a map on a texture. Since the application has to be real-time and the map accuracy requires multisampling I decided that, instead of doing the sampling in the shader and then outputting the map, I would instead blend the texture over subsequent rendering.
Ideally I would like to use the 5 previous rendering + the new one and combining them by giving more weight to the latest rendering and least weight to the first. The very first frames are obviously going to be very noisy but after the sixth one I should be able to see a "slightly" flickering version of what I wanted. Is there an efficient way to do this? I am already doing quite some computation so I would prefer a very light solution.