From 0a23d149c6d566484eb51a86cdf7d942677327bb Mon Sep 17 00:00:00 2001 From: Xonk Date: Mon, 13 Jul 2026 17:15:12 -0400 Subject: [PATCH] (TAA) potential divide by zero fix for nvidia --- shaders/dimensions/composite5.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index 96de9e6..a2908be 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -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;