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https://github.com/jmarshall23/DoomRTX.git
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Skeletal pixels now bypass the internal temporal accumulato
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@@ -4122,6 +4122,7 @@ VSOut VSMain(VSIn i)
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float3 worldBinormal = mul((float3x3)gModelMatrix, i.binormal);
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currClip.z = 0.5 * (currClip.z + currClip.w);
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prevClip.z = 0.5 * (prevClip.z + prevClip.w);
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o.pos = currClip;
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o.currClip = currClip;
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@@ -4366,6 +4367,7 @@ VSOut DSMain(HSConstOut tessFactors, float3 bary : SV_DomainLocation, const Outp
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float3 worldNormal = mul((float3x3)gModelMatrix, objNormal);
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currClip.z = 0.5 * (currClip.z + currClip.w);
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prevClip.z = 0.5 * (prevClip.z + prevClip.w);
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o.pos = currClip;
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o.currClip = currClip;
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@@ -7571,7 +7573,9 @@ static sl::Result QD3D12_SetStreamlineCommonConstants(sl::FrameToken& frameToken
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memcpy(&consts.clipToPrevClip, g_gl.cameraState.clipToPrevClip.m, sizeof(float) * 16);
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memcpy(&consts.prevClipToClip, g_gl.cameraState.prevClipToClip.m, sizeof(float) * 16);
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consts.jitterOffset = { g_gl.jitterX, g_gl.jitterY };
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consts.mvecScale = { 1.0f, 1.0f }; // motion vectors are written in PreviousUV - CurrentUV
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const float motionScaleX = g_currentWindow ? (float)g_currentWindow->renderWidth : 1.0f;
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const float motionScaleY = g_currentWindow ? (float)g_currentWindow->renderHeight : 1.0f;
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consts.mvecScale = { motionScaleX, motionScaleY }; // motion vectors are written in PreviousUV - CurrentUV
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consts.cameraPinholeOffset = { 0.0f, 0.0f };
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memcpy(&consts.cameraPos, g_gl.cameraState.cameraPos, sizeof(float) * 3);
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memcpy(&consts.cameraRight, g_gl.cameraState.cameraRight, sizeof(float) * 3);
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