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tiny offset to try and counteract texture filtering offset
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@ -354,9 +354,9 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
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vec2 offsetTexcoord = (gl_FragCoord.xy )*texelSize;
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// workaround texture filter putting a small offset on the tex
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float cursedOffset = (VL_RENDER_RESOLUTION < 0.3 ? 2.0 : VL_RENDER_RESOLUTION < 0.6 ? 1.0 : 0.0);
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vec2 offsetTexcoord = (gl_FragCoord.xy + cursedOffset)*texelSize;
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vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
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// get previous frames position stuff for UV
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