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- Motion shader: unjitter NDC before reprojection (ndc+jitter, not ndc-jitter), compute motion against unjittered UV so static scenes produce zero motion - Pass jitter offset to motion shader (push constant 80→96 bytes) - Accumulate shader: restore Catmull-Rom bicubic with anti-ringing clamp to prevent negative-lobe halos at edges while maintaining sharpness - Add depth-dilated motion vectors (3x3 nearest-to-camera) to prevent background MVs bleeding over foreground edges - Widen neighborhood clamp gamma to 3.0, uniform 5% blend with disocclusion/velocity reactive boosting
2.1 KiB
2.1 KiB