(TAA) potential divide by zero fix for nvidia

This commit is contained in:
Xonk
2026-07-13 17:15:12 -04:00
parent 99faaa8c66
commit 0a23d149c6
+1 -1
View File
@@ -353,7 +353,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
if(CriticalDamageTaken > 0.001) previousPosition.xy = mix(previousPosition.xy, texcoord, pow(CriticalDamageTaken,0.3));
#endif
vec3 frameHistory = FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz;
vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,1e-7);
vec3 clampedframeHistory = clamp(frameHistory, colMin, colMax);
float blendingFactor = BLEND_FACTOR;