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fix accidentally added ghosting on edges with VL reprojection
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@@ -337,7 +337,7 @@ vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth,
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
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float clampRadius = mix(2.0, 1.0, clamp(length(velocity/texelSize),0.0,1.0) );
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float clampRadius = mix( 2.0,1.0, clamp(length(velocity/texelSize)*999999.0,0.0,1.0) );
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vec4 col1 = texture(colortex0, VLtexCoord + vec2( texelSize.x, texelSize.y)*clampRadius);
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vec4 col2 = texture(colortex0, VLtexCoord + vec2( texelSize.x, -texelSize.y)*clampRadius);
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