uniform float framemod8;
uniform float velocity;

vec2 jitterOffsets [8] = vec2 [8](
                         vec2( 0.125,-0.375),
                         vec2(-0.125, 0.375),
                         vec2( 0.625, 0.125),
                         vec2( 0.375,-0.625),
                         vec2(-0.625, 0.625),
                         vec2(-0.875,-0.125),
                         vec2( 0.375,-0.875),
                         vec2( 0.875, 0.875)
                         );

vec2 TAAJitter(vec2 coord, float w) {
    vec2 offset = jitterOffsets[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
    offset *= Max0(1.0 - velocity * 400.0) * 0.125;
    return coord + offset;
}