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fix compile error when temporal upscaling was enabled
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@@ -317,8 +317,8 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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#if TAA_MODE == 3
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// Interpolating neighboorhood clampling boundaries between pixels
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vec3 colMax = texture(colortex0, adjTC).rgb;
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vec3 colMin = texture(colortex6, adjTC).rgb;
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vec3 colMax = texture(colortex0, adjTC_noJitter).rgb;
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vec3 colMin = texture(colortex6, adjTC_noJitter).rgb;
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#else
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//Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood
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vec3 col0 = texture(colortex3, adjTC_noJitter).rgb;
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@@ -353,9 +353,13 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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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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// return the first moments instead of history if the difference across frames in the neighborhood is enough for it. helps reduces ghosting without looking too grainy/flickery
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clampedframeHistory = mix(clampedframeHistory, momentsA, clamp(abs(clampedframeHistory - frameHistory)/clampedframeHistory,0.0,1.0));
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#if TAA_MODE == 3
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clampedframeHistory = mix(clampedframeHistory, currentFrame, clamp(abs(clampedframeHistory - frameHistory)/clampedframeHistory,0.0,1.0));
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#else
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clampedframeHistory = mix(clampedframeHistory, momentsA, clamp(abs(clampedframeHistory - frameHistory)/clampedframeHistory,0.0,1.0));
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#endif
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float blendingFactor = BLEND_FACTOR;
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// reduce history usage if the camera moves to reduce artifacts in motion.
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