diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 8fdf8c5..833c096 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -354,9 +354,9 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler } vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){ - - vec2 offsetTexcoord = (gl_FragCoord.xy )*texelSize; - + // workaround texture filter putting a small offset on the tex + float cursedOffset = (VL_RENDER_RESOLUTION < 0.3 ? 2.0 : VL_RENDER_RESOLUTION < 0.6 ? 1.0 : 0.0); + vec2 offsetTexcoord = (gl_FragCoord.xy + cursedOffset)*texelSize; vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION; // get previous frames position stuff for UV