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(TAA) potential divide by zero fix for nvidia
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@@ -353,7 +353,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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if(CriticalDamageTaken > 0.001) previousPosition.xy = mix(previousPosition.xy, texcoord, pow(CriticalDamageTaken,0.3));
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#endif
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vec3 frameHistory = FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz;
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vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,1e-7);
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vec3 clampedframeHistory = clamp(frameHistory, colMin, colMax);
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float blendingFactor = BLEND_FACTOR;
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