fix accidentally added ghosting on edges with VL reprojection

This commit is contained in:
Xonk
2026-02-17 17:11:07 -05:00
parent 5337fab661
commit 717283f59d
+1 -1
View File
@@ -337,7 +337,7 @@ vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth,
if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
float clampRadius = mix(2.0, 1.0, clamp(length(velocity/texelSize),0.0,1.0) );
float clampRadius = mix( 2.0,1.0, clamp(length(velocity/texelSize)*999999.0,0.0,1.0) );
vec4 col1 = texture(colortex0, VLtexCoord + vec2( texelSize.x, texelSize.y)*clampRadius);
vec4 col2 = texture(colortex0, VLtexCoord + vec2( texelSize.x, -texelSize.y)*clampRadius);