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postprocess.vert.glsl had `TexCoord.y = 1.0 - TexCoord.y` which inverted the vertical sampling of the scene texture. Vulkan textures use v=0 at the top, matching framebuffer row 0, so no flip is needed. The camera already flips the projection matrix (mat[1][1] *= -1) so the scene is rendered correctly oriented; the extra inversion in the postprocess pass flipped FXAA output upside down. Fixes: FXAA shows camera upside down Also fixes: FSR1 upscale and FSR3 sharpen passes (same vertex shader)
932 B
932 B