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Fixed incorrect TAA offset value. Caused not enough smoothing applied
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+1
-1
@@ -855,7 +855,7 @@ namespace rndr {
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vec2 Render::get_taa_offset() {
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if (taa) {
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float_t offset = taa_texture_selector == 1 ? -0.25f : 0.25f;
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return -offset / vec2((float_t)render_width[0], (float_t)render_height[0]);
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return (offset * -2.0f) / vec2((float_t)render_width[0], (float_t)render_height[0]);
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}
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return 0.0;
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}
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